Shader ".poiyomi/Poiyomi 8.1/Poiyomi Pro Early Z Outline"
{
Properties
{
[HideInInspector] shader_master_label ("Poiyomi 8.1.155", Float) = 0
[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
[HideInInspector] shader_locale ("0db0b86376c3dca4b9a6828ef8615fe0", Float) = 0
[HideInInspector] footer_youtube ("{texture:{name:icon-youtube,height:16},action:{type:URL,data:https://www.youtube.com/poiyomi},hover:YOUTUBE}", Float) = 0
[HideInInspector] footer_twitter ("{texture:{name:icon-twitter,height:16},action:{type:URL,data:https://twitter.com/poiyomi},hover:TWITTER}", Float) = 0
[HideInInspector] footer_patreon ("{texture:{name:icon-patreon,height:16},action:{type:URL,data:https://www.patreon.com/poiyomi},hover:PATREON}", Float) = 0
[HideInInspector] footer_discord ("{texture:{name:icon-discord,height:16},action:{type:URL,data:https://discord.gg/Ays52PY},hover:DISCORD}", Float) = 0
[HideInInspector] footer_github ("{texture:{name:icon-github,height:16},action:{type:URL,data:https://github.com/poiyomi/PoiyomiToonShader},hover:GITHUB}", Float) = 0
// Warning that only shows up when ThryEditor hasn't loaded
[Header(POIYOMI SHADER UI FAILED TO LOAD)]
[Header(. This is caused by scripts failing to compile. It can be fixed.)]
[Header(. The inspector will look broken and will not work properly until fixed.)]
[Header(. Please check your console for script errors.)]
[Header(. You can filter by errors in the console window.)]
[Header(. Often the topmost error points to the erroring script.)]
[Space(30)][Header(Common Error Causes)]
[Header(. Installing multiple Poiyomi Shader packages)]
[Header(. Make sure to delete the Poiyomi shader folder before you update Poiyomi.)]
[Header(. If a package came with Poiyomi this is bad practice and can cause issues.)]
[Header(. Delete the package and import it without any Poiyomi components.)]
[Header(. Bad VRCSDK installation (e.g. Both VCC and Standalone))]
[Header(. Delete the VRCSDK Folder in Assets if you are using the VCC.)]
[Header(. Avoid using third party SDKs. They can cause incompatibility.)]
[Header(. Script Errors in other scripts)]
[Header(. Outdated tools or prefabs can cause this.)]
[Header(. Update things that are throwing errors or move them outside the project.)]
[Space(30)][Header(Visit Our Discord to Ask For Help)]
[Space(5)]_ShaderUIWarning0 (" → discord.gg/poiyomi ← We can help you get it fixed! --{condition_showS:(0==1)}", Int) = -0
[Space(1400)][Header(POIYOMI SHADER UI FAILED TO LOAD)]
_ShaderUIWarning1 ("Please scroll up for more information! --{condition_showS:(0==1)}", Int) = -0
// Keyword to remind users in the VRChat SDK that this material hasn't been locked. Inelegant but it works.
[HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Int) = 1
[ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Int) = 0
[Helpbox(1)] _LockTooltip ("Animations don't work by default when locked in. Right click a property if you want to animate it. The shader will lock in automatically at upload time.", Int) = 0
[HideInInspector] GeometryShader_Enabled("GEOMETRY SHADER ENABLED", Float) = 1
[HideInInspector] Tessellation_Enabled("TESSELLATION ENABLED", Float) = 1
[ThryWideEnum(Opaque, 0, Cutout, 1, TransClipping, 9, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7)]_Mode("Rendering Preset--{on_value_actions:[
{value:0,actions:[{type:SET_PROPERTY,data:render_queue=2000}, {type:SET_PROPERTY,data:render_type=Opaque}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=1}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=1}, {type:SET_PROPERTY,data:_OutlineDstBlend=0}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=0}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=0},]},
{value:1,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=.5}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=1}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=1}, {type:SET_PROPERTY,data:_OutlineDstBlend=0}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:9,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=5}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=5}, {type:SET_PROPERTY,data:_OutlineDstBlend=10}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:2,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=5}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=5}, {type:SET_PROPERTY,data:_OutlineDstBlend=10}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:3,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=1}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=1}, {type:SET_PROPERTY,data:_OutlineSrcBlend=1}, {type:SET_PROPERTY,data:_OutlineDstBlend=10}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:4,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=1}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=1}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=1}, {type:SET_PROPERTY,data:_OutlineDstBlend=1}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:5,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=4}, {type:SET_PROPERTY,data:_DstBlend=1}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=4}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=4}, {type:SET_PROPERTY,data:_OutlineDstBlend=1}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:6,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=0}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=2}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=2}, {type:SET_PROPERTY,data:_OutlineDstBlend=0}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]},
{value:7,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0}, {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=3}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1}, {type:SET_PROPERTY,data:_AddSrcBlend=2}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0}, {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4}, {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=2}, {type:SET_PROPERTY,data:_OutlineDstBlend=3}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4},]}
}]}]}", Int) = 0
// Main
[HideInInspector] m_mainCategory ("Color & Normals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/main},hover:Documentation}}", Float) = 0
//Main-main
_Color ("Color & Alpha--{reference_property:_ColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_MainTex ("Texture--{reference_properties:[_MainTexPan, _MainTexUV, _MainPixelMode, _MainTexStochastic]}", 2D) = "white" { }
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _MainTexUV ("UV", Int) = 0
[HideInInspector][Vector2]_MainTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ToggleUI]_MainPixelMode ("Pixel Mode", Float) = 0
[HideInInspector][ToggleUI]_MainTexStochastic ("Stochastic Sampling", Float) = 0
[Normal]_BumpMap ("Normal Map--{reference_properties:[_BumpMapPan, _BumpMapUV, _BumpScale, _BumpMapStochastic]}", 2D) = "bump" { }
[HideInInspector][Vector2]_BumpMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _BumpMapUV ("UV", Int) = 0
[HideInInspector]_BumpScale ("Intensity", Range(0, 10)) = 1
[HideInInspector][ToggleUI]_BumpMapStochastic ("Stochastic Sampling", Float) = 0
[sRGBWarning]_ClippingMask ("Alpha Map--{reference_properties:[_ClippingMaskPan, _ClippingMaskUV, _Inverse_Clipping]}", 2D) = "white" { }
[HideInInspector][Vector2]_ClippingMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _ClippingMaskUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_Inverse_Clipping ("Invert", Float) = 0
_Cutoff ("Alpha Cutoff", Range(0, 1.001)) = 0.5
//ifex _MainColorAdjustToggle==0
[HideInInspector] m_start_MainHueShift ("Color Adjust--{reference_property:_MainColorAdjustToggle,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/color-adjust},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(COLOR_GRADING_HDR)] _MainColorAdjustToggle ("Adjust Colors", Float) = 0
[sRGBWarning][ThryRGBAPacker(R Hue Mask, G Brightness Mask, B Saturation Mask)]_MainColorAdjustTexture ("Mask (Expand)--{reference_properties:[_MainColorAdjustTexturePan, _MainColorAdjustTextureUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_MainColorAdjustTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _MainColorAdjustTextureUV ("UV", Int) = 0
_Saturation ("Saturation", Range(-1, 10)) = 0
_MainBrightness ("Brightness", Range(-1, 1)) = 0
[ThryToggleUI(true)] _MainHueShiftToggle (" Hue Shift", Float) = 0
[ToggleUI]_MainHueShiftReplace ("Hue Replace?--{condition_showS:(_MainHueShiftToggle==1)}", Float) = 1
_MainHueShift ("Hue Shift--{condition_showS:(_MainHueShiftToggle==1)}", Range(0, 1)) = 0
_MainHueShiftSpeed ("Hue Shift Speed--{condition_showS:(_MainHueShiftToggle==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)]_MainHueALCTEnabled (" Hue Shift Audio Link--{condition_showS:(_MainHueShiftToggle==1 && _EnableAudioLink==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)]_MainALHueShiftBand ("Band--{condition_showS:(_MainHueShiftToggle==1 && _EnableAudioLink==1 && _MainHueALCTEnabled==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_MainALHueShiftCTIndex ("Motion Type--{condition_showS:(_MainHueShiftToggle==1 && _EnableAudioLink==1 && _MainHueALCTEnabled==1)}", Int) = 0
_MainHueALMotionSpeed ("Motion Speed--{condition_showS:(_MainHueShiftToggle==1 && _EnableAudioLink==1 && _MainHueALCTEnabled==1)}", Float) = 1
[HideInInspector] m_start_MainHueShiftGlobalMask ("Global Mask", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MainHueGlobalMask ("Hue--{reference_property:_MainHueGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _MainHueGlobalMaskBlendType ("Blending", Int) = 2
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MainSaturationGlobalMask ("Saturation--{reference_property:_MainSaturationGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _MainSaturationGlobalMaskBlendType ("Blending", Int) = 2
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MainBrightnessGlobalMask ("Brightness--{reference_property:_MainBrightnessGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _MainBrightnessGlobalMaskBlendType ("Blending", Int) = 2
[HideInInspector] m_end_MainHueShiftGlobalMask ("Global Mask", Float) = 0
[HideInInspector] m_end_MainHueShift ("Hue Shift", Float) = 0
//endex
[HideInInspector] m_start_Alpha ("Alpha Options--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/alpha-options},hover:Documentation}}", Float) = 0
[ToggleUI]_AlphaForceOpaque ("Force Opaque", Float) = 0
_AlphaMod ("Alpha Mod", Range(-1, 1)) = 0.0
[ToggleUI]_AlphaPremultiply ("Alpha Premultiply", Float) = 0
_AlphaBoostFA ("Boost Transparency in ForwardAdd--{condition_showS:(_AddBlendOp==4)}", Range(1, 100)) = 10
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
[Space(4)]
[ThryToggleUI(true)] _AlphaToCoverage (" Alpha To Coverage", Float) = 0
[ToggleUI]_AlphaSharpenedA2C ("Sharpened A2C--{condition_showS:(_AlphaToCoverage==1)}", Float) = 0
_AlphaMipScale ("Mip Level Alpha Scale--{condition_showS:(_AlphaToCoverage==1)}", Range(0, 1)) = 0.25
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
[Space(4)]
[ThryToggleUI(true)] _AlphaDithering (" Dithering", Float) = 0
_AlphaDitherGradient ("Dither Gradient--{condition_showS:(_AlphaDithering==1)}", Range(0, 1)) = .1
//endex
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
[Space(4)]
[ThryToggleUI(true)] _AlphaDistanceFade (" Distance Alpha", Float) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _AlphaDistanceFadeType ("Pos To Use--{condition_showS:(_AlphaDistanceFade==1)}", Int) = 1
_AlphaDistanceFadeMinAlpha ("Min Distance Alpha--{condition_showS:(_AlphaDistanceFade==1)}", Range(0, 1)) = 0
_AlphaDistanceFadeMaxAlpha ("Max Distance Alpha--{condition_showS:(_AlphaDistanceFade==1)}", Range(0, 1)) = 1
_AlphaDistanceFadeMin ("Min Distance--{condition_showS:(_AlphaDistanceFade==1)}", Float) = 0
_AlphaDistanceFadeMax ("Max Distance--{condition_showS:(_AlphaDistanceFade==1)}", Float) = 0
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
[Space(4)]
[ThryToggleUI(true)] _AlphaFresnel (" Fresnel Alpha", Float) = 0
_AlphaFresnelAlpha ("Intensity--{condition_showS:(_AlphaFresnel==1)}", Range(0, 1)) = 0
_AlphaFresnelSharpness ("Sharpness--{condition_showS:(_AlphaFresnel==1)}", Range(0, 1)) = .5
_AlphaFresnelWidth ("Width--{condition_showS:(_AlphaFresnel==1)}", Range(0, 1)) = .5
[ToggleUI]_AlphaFresnelInvert ("Invert--{condition_showS:(_AlphaFresnel==1)}", Float) = 0
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
[Space(4)]
[ThryToggleUI(true)] _AlphaAngular (" Angular Alpha", Float) = 0
[Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType ("Angle Type--{condition_showS:(_AlphaAngular==1)}", Int) = 0
[Enum(Model, 0, Vertex, 1)] _AngleCompareTo ("Model or Vert Positon--{condition_showS:(_AlphaAngular==1)}", Int) = 0
[Vector3]_AngleForwardDirection ("Forward Direction--{condition_showS:(_AlphaAngular==1)}", Vector) = (0, 0, 1)
_CameraAngleMin ("Camera Angle Min--{condition_showS:(_AlphaAngular==1)}", Range(0, 180)) = 45
_CameraAngleMax ("Camera Angle Max--{condition_showS:(_AlphaAngular==1)}", Range(0, 180)) = 90
_ModelAngleMin ("Model Angle Min--{condition_showS:(_AlphaAngular==1)}", Range(0, 180)) = 45
_ModelAngleMax ("Model Angle Max--{condition_showS:(_AlphaAngular==1)}", Range(0, 180)) = 90
_AngleMinAlpha ("Min Alpha--{condition_showS:(_AlphaAngular==1)}", Range(0, 1)) = 0
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
[Space(4)]
[ThryToggleUI(true)]_AlphaAudioLinkEnabled (" Alpha Audio Link--{condition_showS:(_EnableAudioLink==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AlphaAudioLinkAddBand ("Add Band--{ condition_showS:(_AlphaAudioLinkEnabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_AlphaAudioLinkAddRange ("Add Range--{ condition_showS:(_AlphaAudioLinkEnabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0)
//endex
[HideInInspector] m_start_AlphaGlobalMask ("Global Mask", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _AlphaGlobalMask ("Alpha--{reference_property:_AlphaGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _AlphaGlobalMaskBlendType ("Blending", Int) = 2
[HideInInspector] m_end_AlphaGlobalMask ("Global Mask", Float) = 0
[HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
//ifex _DetailEnabled==0
[HideInInspector] m_start_DetailOptions ("Details--{reference_property:_DetailEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/details},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(FINALPASS)]_DetailEnabled ("Enable", Float) = 0
[sRGBWarning][ThryRGBAPacker(R Texture Mask, G Normal Mask, B Nothing, A Nothing)]_DetailMask ("Detail Mask (Expand)--{reference_properties:[_DetailMaskPan, _DetailMaskUV, _DetailMaskStochastic]}", 2D) = "white" { }
[HideInInspector][Vector2]_DetailMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DetailMaskUV ("UV", Int) = 0
_DetailTint ("Detail Texture Tint--{reference_property:_DetailTintThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DetailTintThemeIndex ("", Int) = 0
[HideInInspector][ToggleUI]_DetailMaskStochastic ("Stochastic Sampling", Float) = 0
[sRGBWarning(true)]_DetailTex ("Detail Texture--{reference_properties:[_DetailTexPan, _DetailTexUV, _DetailTexStochastic]}", 2D) = "gray" { }
[HideInInspector][Vector2]_DetailTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DetailTexUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_DetailTexStochastic ("Stochastic Sampling", Float) = 0
_DetailTexIntensity ("Detail Tex Intensity", Range(0, 10)) = 1
_DetailBrightness ("Detail Brightness:", Range(0, 2)) = 1
[Normal]_DetailNormalMap ("Detail Normal--{reference_properties:[_DetailNormalMapPan, _DetailNormalMapUV, _DetailNormalMapScale, _DetailNormalMapStochastic]}", 2D) = "bump" { }
[HideInInspector]_DetailNormalMapScale ("Detail Normal Intensity", Range(0, 10)) = 1
[HideInInspector][Vector2]_DetailNormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DetailNormalMapUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_DetailNormalMapStochastic ("Stochastic Sampling", Float) = 0
[HideInInspector] m_end_DetailOptions ("Details", Float) = 0
//endex
//ifex _VertexManipulationsEnabled==0
[HideInInspector] m_start_vertexManipulation ("Vertex Options--{reference_property:_VertexManipulationsEnabled, button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/vertex-options},hover:YouTube}}", Float) = 0
[HideInInspector][ThryToggle(AUTO_EXPOSURE)]_VertexManipulationsEnabled ("Enabled", Float) = 0
[Vector3]_VertexManipulationLocalTranslation ("Local Translation", Vector) = (0, 0, 0, 1)
[Vector3]_VertexManipulationLocalRotation ("Local Rotation", Vector) = (0, 0, 0, 1)
[Vector3]_VertexManipulationLocalRotationSpeed ("Local Rotation Speed", Vector) = (0, 0, 0, 1)
_VertexManipulationLocalScale ("Local Scale", Vector) = (1, 1, 1, 1)
[Vector3]_VertexManipulationWorldTranslation ("World Translation", Vector) = (0, 0, 0, 1)
_VertexManipulationHeight ("Vertex Height", Float) = 0
[sRGBWarning]_VertexManipulationHeightMask ("Height Map--{reference_properties:[_VertexManipulationHeightMaskPan, _VertexManipulationHeightMaskUV, _VertexManipulationHeightMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_VertexManipulationHeightMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _VertexManipulationHeightMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_VertexManipulationHeightMaskChannel ("Channel", Float) = 0
_VertexManipulationHeightBias ("Mask Bias", Range(0, 1)) = 0
[ToggleUI]_VertexRoundingEnabled ("Rounding Enabled", Float) = 0
[Enum(World, 0, Local, 1)]_VertexRoundingSpace ("Rounding Space", Int) = 0
_VertexRoundingDivision ("Rounding Interval", Float) = 0.02
[ThryToggleUI(true)]_VertexBarrelMode (" Barrel Mode", Float) = 0
_VertexBarrelWidth ("Barrel Width--{condition_showS:(_VertexBarrelMode==1)}", Float) = 0.2
_VertexBarrelAlpha ("Barrel Alpha--{condition_showS:(_VertexBarrelMode==1)}", Range(0, 1)) = 0
_VertexBarrelHeight ("Barrel Height--{condition_showS:(_VertexBarrelMode==1)}", Range(0, 1)) = 0
[Space(10)]
[ThryToggleUI(true)]_VertexAudioLinkEnabled (" Audio Link--{condition_showS:(_EnableAudioLink==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalTranslationALBand ("Local Translate Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Vector3]_VertexLocalTranslationALMin ("Local Translate Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Vector3]_VertexLocalTranslationALMax ("Local Translate Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Space(10)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationALBandX ("Rotation Band X--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationALBandY ("Rotation Band Y--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationALBandZ ("Rotation Band Z--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Vector3]_VertexLocalRotationAL ("Rotation--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Space(10)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationCTALBandX ("Band X--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_VertexLocalRotationCTALTypeX ("Motion Type X--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationCTALBandY ("Band Y--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_VertexLocalRotationCTALTypeY ("Motion Type Y--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationCTALBandZ ("Band Z--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_VertexLocalRotationCTALTypeZ ("Motion Type Z--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Vector3]_VertexLocalRotationCTALSpeed ("Rotation Speed--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Space(10)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalScaleALBand ("Scale Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
_VertexLocalScaleALMin ("Scale Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0, 0)
_VertexLocalScaleALMax ("Scale Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0, 0)
[Space(10)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexWorldTranslationALBand ("World Translation Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[Vector3]_VertexWorldTranslationALMin ("World Translation Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Vector3]_VertexWorldTranslationALMax ("World Translation Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Space(10)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexManipulationHeightBand ("Vertex Height Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[VectorLabel(Min, Max)]_VertexManipulationHeightAL ("Vertex Height--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[Space(10)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexRoundingRangeBand ("Rounding Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
[VectorLabel(Min, Max)]_VertexRoundingRangeAL ("Rounding Range--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
[HideInInspector] m_end_vertexManipulation ("Vertex Offset", Float) = 0
//endex
//ifex _VertexGlitchingEnabled==0
[HideInInspector] m_start_vertexGlitching ("Vertex Glitching--{reference_property:_VertexGlitchingEnabled}", Float) = 0
[HideInInspector][ThryToggle(POI_VERTEX_GLITCHING)]_VertexGlitchingEnabled ("Enabled", Float) = 0
// _VertexGlitchMap ("Glitch Map", 2D) = "white" { }
[ThryToggle(POI_VERTEX_GLITCHING_TEXTURE, true)]_VertexGlitchingUseTexture (" Use Texture", Float) = 0
// [ThryToggleUI(true)]_VertexGlitchingUseTexture ("Use Texture", Float) = 0
[sRGBWarning][ThryRGBAPacker(R Both, G Right, B Left, A unused)]_VertexGlitchMap ("Glitch Map [Expand]--{condition_showS:(_VertexGlitchingUseTexture==1)}", 2D) = "white" { }
_VertexGlitchDensity ("Glitch Density--{condition_showS:(_VertexGlitchingUseTexture==1)}", Range(0, 50)) = 10
_VertexGlitchMapPanSpeed ("Glitch Map Pan Speed--{condition_showS:(_VertexGlitchingUseTexture==1)}", Range(0, 100)) = 10
[Space(10)]
_VertexGlitchFrequency ("Glitch Interval", Float) = 1
_VertexGlitchThreshold ("Glitch Threshold", Range(0, 1)) = 1
_VertexGlitchStrength ("Glitch Strength", Range(0, 10)) = 1
[Space(10)]
[ThryToggleUI(true)]_VertexGlitchMirrorEnable ("Mirror", Float) = 0
[ThryWideEnum(Show In Both, 0, Show Only In Mirror, 1, Dont Show In Mirror, 2)] _VertexGlitchMirror ("Show in mirror--{condition_showS:(_VertexGlitchMirrorEnable==1)}", Int) = 0
[ThryToggleUI(true)]_VertexGlitchingAudioLinkEnabled (" Audio Link--{condition_showS:(_EnableAudioLink==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, VU Intensity, 4)] _VertexGlitchingAudioLinkBand ("Glitch Band--{condition_showS:(_EnableAudioLink==1)}", Int) = 0
[ThryToggleUI(true)]_VertexGlitchingAudiolinkOverride ("Override Glitch Intensity with Audiolink--{condition_showS:(_EnableAudioLink==1)}", Float) = 1
[HideInInspector] m_end_vertexGlitching ("Vertex Glitching", Float) = 0
//endex
//ifex _MainVertexColoringEnabled==0
[HideInInspector] m_start_MainVertexColors ("Vertex Colors--{reference_property:_MainVertexColoringEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/vertex-colors},hover:Documentation}}", Float) = 0
[HideInInspector][ToggleUI]_MainVertexColoringEnabled ("Enable", Float) = 0
[ToggleUI]_MainVertexColoringLinearSpace ("Linear Colors", Float) = 1
_MainVertexColoring ("Use Vertex Color", Range(0, 1)) = 0
_MainUseVertexColorAlpha ("Use Vertex Color Alpha", Range(0, 1)) = 0
[HideInInspector] m_end_MainVertexColors ("Vertex Colors", Float) = 0
//endex
//ifex _BackFaceEnabled!=1
// Back Face Textures and Emission
[HideInInspector] m_start_backFace ("Back Face--{reference_property:_BackFaceEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/back-face},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_BACKFACE)]_BackFaceEnabled ("Backface Enabled", Float) = 0
_BackFaceColor ("Color--{reference_property:_BackFaceColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _BackFaceColorThemeIndex ("", Int) = 0
_BackFaceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[sRGBWarning(true)]_BackFaceTexture ("Texture--{reference_properties:[_BackFaceTexturePan, _BackFaceTextureUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_BackFaceTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_BackFaceTextureUV ("UV#", Int) = 0
[sRGBWarning]_BackFaceMask ("Mask--{reference_properties:[_BackFaceMaskPan, _BackFaceMaskUV, _BackFaceMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_BackFaceMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_BackFaceMaskUV ("UV#", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_BackFaceMaskChannel ("Channel", Float) = 0
_BackFaceDetailIntensity ("Detail Intensity", Range(0, 5)) = 1
[ToggleUI]_BackFaceReplaceAlpha ("Replace Alpha", Float) = 0
_BackFaceEmissionLimiter ("Emission Limiter", Range(0, 1)) = 1
[Space(10)]
[ThryToggleUI(true)]_BackFaceHueShiftEnabled (" Hue Shift", Float) = 0
_BackFaceHueShift ("Hue Shift--{condition_showS:(_BackFaceHueShiftEnabled==1)}", Range(0, 1)) = 0
_BackFaceHueShiftSpeed ("Hue Shift Speed--{condition_showS:(_BackFaceHueShiftEnabled==1)}", Float) = 0
[HideInInspector] m_end_backFace ("Back Face", Float) = 0
//endex
//ifex _RGBMaskEnabled==0
[HideInInspector] m_start_RGBMask ("RGBA Color Masking--{reference_property:_RGBMaskEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/rgba-color-masking},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(VIGNETTE)]_RGBMaskEnabled ("RGB Mask Enabled", Float) = 0
[ToggleUI]_RGBUseVertexColors ("Use Vertex Colors", Float) = 0
[ToggleUI]_RGBBlendMultiplicative ("Multiplicative", Float) = 0
[sRGBWarning][ThryRGBAPacker(R Mask,G Mask,B Mask,A Mask)]_RGBMask ("Mask--{reference_properties:[_RGBMaskPan, _RGBMaskUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_RGBMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RGBMaskUV ("UV", int) = 0
[HideInInspector] m_start_RGBAColors ("Colors", Float) = 0
_RedColor ("R Color--{reference_property:_RedColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RedColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_RedTexture ("R Texture--{reference_properties:[_RedTexturePan, _RedTextureUV, _RedTextureStochastic, _RedAlphaAdd]}", 2D) = "white" { }
[HideInInspector][Vector2]_RedTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RedTextureUV ("UV", int) = 0
[HideInInspector][ToggleUI]_RedTextureStochastic ("Stochastic Sampling", Float) = 0
[HideInInspector]_RedAlphaAdd ("R Alpha Add", Range(-1,1)) = 0
_GreenColor ("G Color--{reference_property:_GreenColorThemeIndex}", Color) = (1, 1, 1, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _GreenColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_GreenTexture ("G Texture--{reference_properties:[_GreenTexturePan, _GreenTextureUV, _GreenTextureStochastic, _GreenAlphaAdd]}", 2D) = "white" { }
[HideInInspector][Vector2]_GreenTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_GreenTextureUV ("UV", int) = 0
[HideInInspector][ToggleUI]_GreenTextureStochastic ("Stochastic Sampling", Float) = 0
[HideInInspector]_GreenAlphaAdd ("G Alpha Add", Range(-1,1)) = 0
_BlueColor ("B Color--{reference_property:_BlueColorThemeIndex}", Color) = (1, 1, 1, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _BlueColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_BlueTexture ("B Texture--{reference_properties:[_BlueTexturePan, _BlueTextureUV, _BlueTextureStochastic, _BlueAlphaAdd]}", 2D) = "white" { }
[HideInInspector][Vector2]_BlueTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_BlueTextureUV ("UV", int) = 0
[HideInInspector][ToggleUI]_BlueTextureStochastic ("Stochastic Sampling", Float) = 0
[HideInInspector]_BlueAlphaAdd ("B Alpha Add", Range(-1,1)) = 0
_AlphaColor ("A Color--{reference_property:_AlphaColorThemeIndex}", Color) = (1, 1, 1, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _AlphaColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_AlphaTexture ("A Texture--{reference_properties:[_AlphaTexturePan, _AlphaTextureUV, _AlphaTextureStochastic, _AlphaAlphaAdd]}", 2D) = "white" { }
[HideInInspector][Vector2]_AlphaTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_AlphaTextureUV ("UV", int) = 0
[HideInInspector][ToggleUI]_AlphaTextureStochastic ("Stochastic Sampling", Float) = 0
[HideInInspector]_AlphaAlphaAdd ("A Alpha Add", Range(-1,1)) = 0
[HideInInspector] m_end_RGBAColors ("Colors", Float) = 0
//ifex _RgbNormalsEnabled == 0
// RGB MASKED NORMALS
[HideInInspector] m_start_rgbanormals ("Normals--{reference_property:_RgbNormalsEnabled}", Float) = 0
[HideInInspector][ThryToggle(GEOM_TYPE_MESH)]_RgbNormalsEnabled ("Enable Normals", Float) = 0
[ToggleUI]_RGBNormalBlend ("Blend with Base", Float) = 0
[Normal]_RgbNormalR ("R Normal--{reference_properties:[_RgbNormalRPan, _RgbNormalRUV, _RgbNormalRStochastic]}", 2D) = "bump" { }
[HideInInspector][Vector2]_RgbNormalRPan ("Pan", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RgbNormalRUV ("UV", int) = 0
[HideInInspector][ToggleUI]_RgbNormalRStochastic ("Stochastic Sampling", Float) = 0
_RgbNormalRScale ("Intensity", Range(0, 10)) = 0
[Space(10)]
[Normal]_RgbNormalG ("G Normal--{reference_properties:[_RgbNormalGPan, _RgbNormalGUV, _RgbNormalGStochastic]}", 2D) = "bump" { }
[HideInInspector][Vector2]_RgbNormalGPan ("Pan", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RgbNormalGUV ("UV", int) = 0
[HideInInspector][ToggleUI]_RgbNormalGStochastic ("Stochastic Sampling", Float) = 0
_RgbNormalGScale ("Intensity", Range(0, 10)) = 0
[Space(10)]
[Normal]_RgbNormalB ("B Normal--{reference_properties:[_RgbNormalBPan, _RgbNormalBUV, _RgbNormalBStochastic]}", 2D) = "bump" { }
[HideInInspector][Vector2]_RgbNormalBPan ("Pan", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RgbNormalBUV ("UV", int) = 0
[HideInInspector][ToggleUI]_RgbNormalBStochastic ("Stochastic Sampling", Float) = 0
_RgbNormalBScale ("Intensity", Range(0, 10)) = 0
[Space(10)]
[Normal]_RgbNormalA ("A Normal--{reference_properties:[_RgbNormalAPan, _RgbNormalAUV, _RgbNormalAStochastic]}", 2D) = "bump" { }
[HideInInspector][Vector2]_RgbNormalAPan ("Pan", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RgbNormalAUV ("UV", int) = 0
[HideInInspector][ToggleUI]_RgbNormalAStochastic ("Stochastic Sampling", Float) = 0
_RgbNormalAScale ("Intensity", Range(0, 10)) = 0
[HideInInspector] m_end_rgbanormals ("RGBA Normals", Float) = 0
//endex
[HideInInspector] m_end_RGBMask ("RGB Color Masking", Float) = 0
//endex
// Decal Texture
[HideInInspector] m_start_DecalSection ("Decals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/decals},hover:YouTube}}", Float) = 0
[sRGBWarning][ThryRGBAPacker(Decal 0 Mask, Decal 1 Mask, Decal 2 Mask, Decal 3 Mask)]_DecalMask ("Decal RGBA Mask--{reference_properties:[_DecalMaskPan, _DecalMaskUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DecalMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DecalMaskUV ("UV", Int) = 0
[HideInInspector] g_start_DecalTPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _DecalTPSDepthMaskEnabled (" TPS Depth Enabled", Float) = 0
_Decal0TPSMaskStrength ("Mask r Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
_Decal1TPSMaskStrength ("Mask g Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
_Decal2TPSMaskStrength ("Mask b Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
_Decal3TPSMaskStrength ("Mask a Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_DecalTPSMaskGroup ("", Float) = 0
//ifex _DecalEnabled==0
// Decal 0
[HideInInspector] m_start_Decal0 ("Decal 0--{reference_property:_DecalEnabled}", Float) = 0
[HideInInspector][ThryToggle(GEOM_TYPE_BRANCH)]_DecalEnabled ("Enable", Float) = 0
[Enum(R, 0, G, 1, B, 2, A, 3)] _Decal0MaskChannel ("Mask Channel", Int) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal0GlobalMask ("Global Mask--{reference_property:_Decal0GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Decal0GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_DecalColor ("Color--{reference_property:_DecalColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DecalColorThemeIndex ("", Int) = 0
_DecalEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[sRGBWarning(true)]_DecalTexture ("Decal--{reference_properties:[_DecalTexturePan, _DecalTextureUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DecalTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DecalTextureUV ("UV", Int) = 0
[ToggleUI]_DecalTiled ("Tiled", Float) = 0
_Decal0Depth ("Depth", Float) = 0
[Vector2]_DecalScale ("Scale", Vector) = (1, 1, 0, 0)
[VectorLabel(L, R, D, U)]_DecalSideOffset ("Side Offset", Vector) = (0, 0, 0, 0)
[Vector2]_DecalPosition ("Position", Vector) = (.5, .5, 0, 0)
_DecalRotation ("Rotation", Range(0, 360)) = 0
_DecalRotationSpeed ("Rotation Speed", Float) = 0
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType ("Blending", Range(0, 1)) = 0
_DecalBlendAlpha ("Alpha", Range(0, 1)) = 1
[ToggleUI]_DecalOverrideAlpha ("Override Alpha", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal0ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Decal0ApplyGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Decal0ApplyGlobalMaskBlendType ("Blending", Int) = 0
[ThryToggleUI(true)]_DecalHueShiftEnabled (" Hue Shift", Float) = 0
_DecalHueShiftSpeed ("Shift Speed--{condition_showS:(_DecalHueShiftEnabled==1)}", Float) = 0
_DecalHueShift ("Hue Shift--{condition_showS:(_DecalHueShiftEnabled==1)}", Range(0, 1)) = 0
_Decal0HueAngleStrength ("Hue Angle Power--{condition_showS:(_DecalHueShiftEnabled==1)}", Float) = 0
[NoAnimate][ThryToggle(true)]_Decal0ChannelSeparationEnable (" Channel Separation", Float) = 0
[HideInInspector] g_start_Decal0ChannelSeparation ("--{condition_showS:_Decal0ChannelSeparationEnable==1}", Int) = 0
_Decal0ChannelSeparation ("Intensity", Float) = 0
_Decal0ChannelSeparationAngleStrength ("Surface Angle Intensity", Float) = 0
_Decal0ChannelSeparationHue ("Hue", Range(-1, 1)) = 0
_Decal0ChannelSeparationVertical ("Direction", Range(-3.142, 3.142)) = 0
[ToggleUI]_Decal0ChannelSeparationPremultiply ("Premultiply Alpha--{tooltip:''Fixes channel separation issues on some decal textures''}", Float) = 0
[HideInInspector] g_end_Decal0ChannelSeparation ("", Int) = 0
// Decal 0 Audio Link
[HideInInspector] m_start_Decal0AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ScaleBand ("Scale Band", Int) = 0
[VectorLabel(Xmin, Ymin, Xmax, Ymax)]_AudioLinkDecal0Scale ("Scale Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0SideBand ("Side Band", Int) = 0
[VectorLabel(L, R, D, U)]_AudioLinkDecal0SideMin ("Side Mod Min", Vector) = (0, 0, 0, 0)
[VectorLabel(L, R, D, U)]_AudioLinkDecal0SideMax ("Side Mod Max", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0RotationBand ("Rotation Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal0Rotation ("Rotation Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0AlphaBand ("Alpha Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal0Alpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0EmissionBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal0Emission ("Emission Mod", Vector) = (0, 0, 0, 0)
[ToggleUI]_AudioLinkDecalCC0 ("CC Strip", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DecalRotationCTALBand0 ("Chrono Rotation Band", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_DecalRotationCTALType0 ("Chrono Motion Type", Int) = 0
_DecalRotationCTALSpeed0 ("Chrono Rotation Speed", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ChannelSeparationBand ("Channel Separation Band--{condition_showS:(_Decal0ChannelSeparationEnable==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal0ChannelSeparation ("Channel Separation--{condition_showS:(_Decal0ChannelSeparationEnable==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_Decal0AudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_Decal0 ("Decal 0", Float) = 0
//endex
//ifex _DecalEnabled1==0
// Decal 1
[HideInInspector] m_start_Decal1 ("Decal 1--{reference_property:_DecalEnabled1}", Float) = 0
[HideInInspector][ThryToggle(GEOM_TYPE_BRANCH_DETAIL)]_DecalEnabled1 ("Enable", Float) = 0
[Enum(R, 0, G, 1, B, 2, A, 3)] _Decal1MaskChannel ("Mask Channel", Int) = 1
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal1GlobalMask ("Global Mask--{reference_property:_Decal1GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Decal1GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_DecalColor1 ("Color--{reference_property:_DecalColor1ThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DecalColor1ThemeIndex ("", Int) = 0
_DecalEmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
[sRGBWarning(true)]_DecalTexture1 ("Decal--{reference_properties:[_DecalTexture1Pan, _DecalTexture1UV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DecalTexture1Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DecalTexture1UV ("UV", Int) = 0
[ToggleUI]_DecalTiled1 ("Tiled", Float) = 0
_Decal1Depth ("Depth", Float) = 0
[Vector2]_DecalScale1 ("Scale", Vector) = (1, 1, 0, 0)
[VectorLabel(L, R, D, U)]_DecalSideOffset1 ("Side Offset", Vector) = (0, 0, 0, 0)
[Vector2]_DecalPosition1 ("Position", Vector) = (.5, .5, 0, 0)
_DecalRotation1 ("Rotation", Range(0, 360)) = 0
_DecalRotationSpeed1 ("Rotation Speed", Float) = 0
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType1 ("Blending", Range(0, 1)) = 0
_DecalBlendAlpha1 ("Alpha", Range(0, 1)) = 1
[ToggleUI]_DecalOverrideAlpha1 ("Override Alpha", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal1ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Decal1ApplyGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Decal1ApplyGlobalMaskBlendType ("Blending", Int) = 0
[ThryToggleUI(true)]_DecalHueShiftEnabled1 ("Hue Shift", Float) = 0
_DecalHueShiftSpeed1 ("Shift Speed--{condition_showS:(_DecalHueShiftEnabled1==1)}", Float) = 0
_DecalHueShift1 ("Hue Shift--{condition_showS:(_DecalHueShiftEnabled1==1)}", Range(0, 1)) = 0
_Decal1HueAngleStrength ("Hue Angle Power--{condition_showS:(_DecalHueShiftEnabled1==1)}", Float) = 0
[NoAnimate][ThryToggle(true)]_Decal1ChannelSeparationEnable (" Channel Separation", Float) = 0
[HideInInspector] g_start_Decal1ChannelSeparation ("--{condition_showS:_Decal1ChannelSeparationEnable==1}", Int) = 0
_Decal1ChannelSeparation ("Intensity", Float) = 0
_Decal1ChannelSeparationAngleStrength ("Surface Angle Intensity", Float) = 0
_Decal1ChannelSeparationHue ("Hue", Range(-1, 1)) = 0
_Decal1ChannelSeparationVertical ("Direction", Range(-3.142, 3.142)) = 0
[ToggleUI]_Decal1ChannelSeparationPremultiply ("Premultiply Alpha--{tooltip:''Fixes channel separation issues on some decal textures''}", Float) = 0
[HideInInspector] g_end_Decal1ChannelSeparation ("", Int) = 0
// Decal 1 Audio Link
[HideInInspector] m_start_Decal1AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1ScaleBand ("Scale Band", Int) = 0
[VectorLabel(Xmin, Ymin, Xmax, Ymax)]_AudioLinkDecal1Scale ("Scale Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1SideBand ("Side Band", Int) = 0
[VectorLabel(L, R, D, U)]_AudioLinkDecal1SideMin ("Side Mod Min", Vector) = (0, 0, 0, 0)
[VectorLabel(L, R, D, U)]_AudioLinkDecal1SideMax ("Side Mod Max", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1RotationBand ("Rotation Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal1Rotation ("Rotation Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1AlphaBand ("Alpha Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal1Alpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1EmissionBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal1Emission ("Emission Mod", Vector) = (0, 0, 0, 0)
[ToggleUI]_AudioLinkDecalCC1 ("CC Strip", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DecalRotationCTALBand1 ("Chrono Rotation Band", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_DecalRotationCTALType1 ("Chrono Motion Type", Int) = 0
_DecalRotationCTALSpeed1 ("Chrono Rotation Speed", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1ChannelSeparationBand ("Channel Separation Band--{condition_showS:(_Decal1ChannelSeparationEnable==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal1ChannelSeparation ("Channel Separation--{condition_showS:(_Decal1ChannelSeparationEnable==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_Decal1AudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_Decal1 ("Decal 0", Float) = 0
//endex
//ifex _DecalEnabled2==0
// Decal 2
[HideInInspector] m_start_Decal2 ("Decal 2--{reference_property:_DecalEnabled2}", Float) = 0
[HideInInspector][ThryToggle(GEOM_TYPE_FROND)]_DecalEnabled2 ("Enable", Float) = 0
[Enum(R, 0, G, 1, B, 2, A, 3)] _Decal2MaskChannel ("Mask Channel", Int) = 2
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal2GlobalMask ("Global Mask--{reference_property:_Decal2GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Decal2GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_DecalColor2 ("Color--{reference_property:_DecalColor2ThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DecalColor2ThemeIndex ("", Int) = 0
_DecalEmissionStrength2 ("Emission Strength", Range(0, 20)) = 0
[sRGBWarning(true)]_DecalTexture2 ("Decal--{reference_properties:[_DecalTexture2Pan, _DecalTexture2UV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DecalTexture2Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DecalTexture2UV ("UV", Int) = 0
[ToggleUI]_DecalTiled2 ("Tiled", Float) = 0
_Decal2Depth ("Depth", Float) = 0
[Vector2]_DecalScale2 ("Scale", Vector) = (1, 1, 0, 0)
[VectorLabel(L, R, D, U)]_DecalSideOffset2 ("Side Offset", Vector) = (0, 0, 0, 0)
[Vector2]_DecalPosition2 ("Position", Vector) = (.5, .5, 0, 0)
_DecalRotation2 ("Rotation", Range(0, 360)) = 0
_DecalRotationSpeed2 ("Rotation Speed", Float) = 0
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType2 ("Blending", Range(0, 1)) = 0
_DecalBlendAlpha2 ("Alpha", Range(0, 1)) = 1
[ToggleUI]_DecalOverrideAlpha2 ("Override Alpha", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal2ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Decal2ApplyGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Decal2ApplyGlobalMaskBlendType ("Blending", Int) = 0
[ThryToggleUI(true)]_DecalHueShiftEnabled2 ("Hue Shift", Float) = 0
_DecalHueShiftSpeed2 ("Shift Speed--{condition_showS:(_DecalHueShiftEnabled2==1)}", Float) = 0
_DecalHueShift2 ("Hue Shift--{condition_showS:(_DecalHueShiftEnabled2==1)}", Range(0, 1)) = 0
_Decal2HueAngleStrength ("Hue Angle Power--{condition_showS:(_DecalHueShiftEnabled2==1)}", Float) = 0
[NoAnimate][ThryToggle(true)]_Decal2ChannelSeparationEnable (" Channel Separation", Float) = 0
[HideInInspector] g_start_Decal2ChannelSeparation ("--{condition_showS:_Decal2ChannelSeparationEnable==1}", Int) = 0
_Decal2ChannelSeparation ("Intensity", Float) = 0
_Decal2ChannelSeparationAngleStrength ("Surface Angle Intensity", Float) = 0
_Decal2ChannelSeparationHue ("Hue", Range(-1, 1)) = 0
_Decal2ChannelSeparationVertical ("Direction", Range(-3.142, 3.142)) = 0
[ToggleUI]_Decal2ChannelSeparationPremultiply ("Premultiply Alpha--{tooltip:''Fixes channel separation issues on some decal textures''}", Float) = 0
[HideInInspector] g_end_Decal2ChannelSeparation ("", Int) = 0
// Decal 2 Audio Link
[HideInInspector] m_start_Decal2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ScaleBand ("Scale Band", Int) = 0
[VectorLabel(Xmin, Ymin, Xmax, Ymax)]_AudioLinkDecal2Scale ("Scale Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2SideBand ("Side Band", Int) = 0
[VectorLabel(L, R, U, D)]_AudioLinkDecal2SideMin ("Side Mod Min", Vector) = (0, 0, 0, 0)
[VectorLabel(L, R, U, D)]_AudioLinkDecal2SideMax ("Side Mod Max", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2RotationBand ("Rotation Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal2Rotation ("Rotation Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2AlphaBand ("Alpha Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal2Alpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2EmissionBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal2Emission ("Emission Mod", Vector) = (0, 0, 0, 0)
[ToggleUI]_AudioLinkDecalCC2 ("CC Strip", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DecalRotationCTALBand2 ("Chrono Rotation Band", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_DecalRotationCTALType2 ("Chrono Motion Type", Int) = 0
_DecalRotationCTALSpeed2 ("Chrono Rotation Speed", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ChannelSeparationBand ("Channel Separation Band--{condition_showS:(_Decal2ChannelSeparationEnable==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal2ChannelSeparation ("Channel Separation--{condition_showS:(_Decal2ChannelSeparationEnable==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_Decal2AudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_Decal2 ("Decal 0", Float) = 0
//endex
//ifex _DecalEnabled3==0
// Decal 3
[HideInInspector] m_start_Decal3 ("Decal 3--{reference_property:_DecalEnabled3}", Float) = 0
[HideInInspector][ThryToggle(DEPTH_OF_FIELD_COC_VIEW)]_DecalEnabled3 ("Enable", Float) = 0
[Enum(R, 0, G, 1, B, 2, A, 3)] _Decal3MaskChannel ("Mask Channel", Int) = 3
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal3GlobalMask ("Global Mask--{reference_property:_Decal3GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Decal3GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_DecalColor3 ("Color--{reference_property:_DecalColor3ThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DecalColor3ThemeIndex ("", Int) = 0
_DecalEmissionStrength3 ("Emission Strength", Range(0, 20)) = 0
[sRGBWarning(true)]_DecalTexture3 ("Decal--{reference_properties:[_DecalTexture3Pan, _DecalTexture3UV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DecalTexture3Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DecalTexture3UV ("UV", Int) = 0
[ToggleUI]_DecalTiled3 ("Tiled", Float) = 0
_Decal3Depth ("Depth", Float) = 0
[Vector2]_DecalScale3 ("Scale", Vector) = (1, 1, 0, 0)
[VectorLabel(L, R, D, U)]_DecalSideOffset3 ("Side Offset", Vector) = (0, 0, 0, 0)
[Vector2]_DecalPosition3 ("Position", Vector) = (.5, .5, 0, 0)
_DecalRotation3 ("Rotation", Range(0, 360)) = 0
_DecalRotationSpeed3 ("Rotation Speed", Float) = 0
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType3 ("Blending", Range(0, 1)) = 0
_DecalBlendAlpha3 ("Alpha", Range(0, 1)) = 1
[ToggleUI]_DecalOverrideAlpha3 ("Override Alpha", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Decal3ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Decal3ApplyGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Decal3ApplyGlobalMaskBlendType ("Blending", Int) = 0
[ThryToggleUI(true)]_DecalHueShiftEnabled3 ("Hue Shift", Float) = 0
_DecalHueShiftSpeed3 ("Shift Speed--{condition_showS:(_DecalHueShiftEnabled3==1)}", Float) = 0
_DecalHueShift3 ("Hue Shift--{condition_showS:(_DecalHueShiftEnabled3==1)}", Range(0, 1)) = 0
_Decal3HueAngleStrength ("Hue Angle Power--{condition_showS:(_DecalHueShiftEnabled3==1)}", Float) = 0
[NoAnimate][ThryToggle(true)]_Decal3ChannelSeparationEnable (" Channel Separation", Float) = 0
[HideInInspector] g_start_Decal3ChannelSeparation ("--{condition_showS:_Decal3ChannelSeparationEnable==1}", Int) = 0
[Enum(UV, 0, Screen, 1)]_Decal3ChannelSeparationMode ("Direction Mode", Float) = 0
_Decal3ChannelSeparation ("Intensity", Float) = 0
_Decal3ChannelSeparationAngleStrength ("Surface Angle Intensity", Float) = 0
_Decal3ChannelSeparationHue ("Hue", Range(-1, 1)) = 0
_Decal3ChannelSeparationVertical ("Direction", Range(-3.142, 3.142)) = 0
[ToggleUI]_Decal3ChannelSeparationPremultiply ("Premultiply Alpha--{tooltip:''Fixes channel separation issues on some decal textures''}", Float) = 0
[HideInInspector] g_end_Decal3ChannelSeparation ("", Int) = 0
// Decal 3 Audio Link
[HideInInspector] m_start_Decal3AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3ScaleBand ("Scale Band", Int) = 0
[VectorLabel(Xmin, Ymin, Xmax, Ymax)]_AudioLinkDecal3Scale ("Scale Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3SideBand ("Side Band", Int) = 0
[VectorLabel(L, R, U, D)]_AudioLinkDecal3SideMin ("Side Mod Min", Vector) = (0, 0, 0, 0)
[VectorLabel(L, R, U, D)]_AudioLinkDecal3SideMax ("Side Mod Max", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3RotationBand ("Rotation Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal3Rotation ("Rotation Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3AlphaBand ("Alpha Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal3Alpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3EmissionBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal3Emission ("Emission Mod", Vector) = (0, 0, 0, 0)
[ToggleUI]_AudioLinkDecalCC3 ("CC Strip", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DecalRotationCTALBand3 ("Chrono Rotation Band", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_DecalRotationCTALType3 ("Chrono Motion Type", Int) = 0
_DecalRotationCTALSpeed3 ("Chrono Rotation Speed", Float) = 0
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3ChannelSeparationBand ("Channel Separation Band--{condition_showS:(_Decal3ChannelSeparationEnable==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDecal3ChannelSeparation ("Channel Separation--{condition_showS:(_Decal3ChannelSeparationEnable==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_Decal3AudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_Decal3 ("Decal 0", Float) = 0
//endex
[HideInInspector] m_end_DecalSection ("Decal", Float) = 0
//ifex _TPSPenetratorEnabled==0
[HideInInspector] m_start_tps_penetrator("Penetrator--{reference_property:_TPSPenetratorEnabled,tooltip:Enable TPS Penetrator: Requires the TPS Setup Wizard to be run (under Poi/TPS)}", Float) = 0
[HideInInspector] m_start_pen_autoConfig("Configured By Tool", Float) = 0
_TPS_PenetratorLength("Length of Penetrator Model--{tooltip:The length from the root of the P to the very tip}", Float) = 1
[Vector3]_TPS_PenetratorScale("Scale of Penetrator Model", Vector) = (1,1,1,1)
[Vector3]_TPS_PenetratorRight("Right Vector", Vector) = (1,0,0,0)
[Vector3]_TPS_PenetratorUp("Up Vector", Vector) = (0,1,0,0)
[Vector3]_TPS_PenetratorForward("Forward Vector", Vector) = (0,0,1,0)
[Toggle(TPS_IsSkinnedMesh)]_TPS_IsSkinnedMeshRenderer("Baked Vertex Colors", Float) = 0
_TPS_BakedMesh("Baked Mesh / Mask", 2D) = "white" {}
[HideInInspector] m_end_pen_autoConfig("TPS", Float) = 0
[Helpbox(1)]_TPSHelpbox("Penetrator allows your mesh to bend in the direction of an orifice. It is fully compatible with DPS. Requires the TPS Setup Wizard to be run afterwards. Click here to open the setup window.--{onClick:Thry.TPS.TPS_Setup}", Float) = 0
[HideInInspector][ThryToggle(TPS_Penetrator)]_TPSPenetratorEnabled("Enabled", Float) = 0
[Space(10)]
[Toggle]_TPS_AnimatedToggle("Animatable Toggle--{tooltip:This is a toggle that can be animated}", Float) = 1
[ThryRichLabel(13)]_TPSBezierHeader("Bezier--{tooltip: Changes how the penetrator bends}", Float) = 0
_TPS_BezierStart("Bezier Start--{tooltip:Start later down the penetrator}", Range(0,5)) = 0.0
_TPS_BezierSmoothness("Bezier Smoothness--{tooltip:Smoothness of bending}", Range(0.49,0.01)) = 0.4
_TPS_SmoothStart("Smooth Start--{tooltip:When penetrator starts moving towards orifice}", Range(0.01,1)) = 1
[ThryRichLabel(13)]_TPSSqueezeHeader("Squeeze--{tooltip:Penetrator contracts when entering an orifice}", Float) = 0
_TPS_Squeeze("Squeeze Strength--{tooltip:Percentage penetrator squeezes}", Range(0,1)) = 0.3
_TPS_SqueezeDistance("Squeeze Distance--{tooltip:Width of the squeezing}", Range(0.01,1)) = 0.2
[ThryRichLabel(13)]_TPSBuldgeHeader("Buldge--{tooltip: Penetrator expands in front of the orifice}", Float) = 0
_TPS_Buldge("Buldge--{tooltip:Amount in percentage}", Range(0,3)) = 0.3
_TPS_BuldgeDistance("Buldge Distance--{tooltip:Width of the buldging}", Range(0.01,1)) = 0.2
_TPS_BuldgeFalloffDistance("Buldge Falloff--{tooltip:Width of bulding in front of orifice}", Range(0.01,0.5)) = 0.05
[ThryRichLabel(13)]_TPSPulsingHeader("Pulsing--{tooltip: Penetrator expands in pulses while entering orifice}", Float) = 0
_TPS_PumpingStrength("Pumping Strength--{tooltip:Amount in percentage}", Range(0,1)) = 0
_TPS_PumpingSpeed("Pumping Speed--{tooltip:Frequenzy of pulsing}", Range(0,10)) = 1
_TPS_PumpingWidth("Pumping Width--{tooltip:Width of pulsing}", Range(0.01,1)) = 0.2
[ThryRichLabel(13)]_TPSIdleHeader("Idle--{tooltip: Changes how the penetrator bends while no orifice is near}", Float) = 0
[Helpbox(0)]_TPS_IdleGravity("Tip: For idle gravity & movement use physbones gravity & other functions", Float) = 0
_TPS_IdleSkrinkWidth("Idle Shrink Width--{tooltip:P shrinks while not penetrating}", Range(0,1)) = 1
_TPS_IdleSkrinkLength("Idle Shrink Length--{tooltip:P shrinks while not penetrating}", Range(0,1)) = 1
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _TPS_BufferedDepthGlobalMaskIndex ("TPS Depth to Global Mask--{reference_property:_TPS_BufferedDepthGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_TPS_BufferedDepthGlobalMaskBlendType ("Blending", Range(0, 1)) = 0
//Hide These, animated only
[HideInInspector]_TPS_BufferedDepth ("_TPS2_BufferedDepth NL", Float) = 0
[HideInInspector]_TPS_BufferedStrength("_TPS2_BufferedStrength NL", Float) = 0
[HideInInspector] m_end_tps_penetrator("", Float) = 0
//endex
[HideInInspector] m_start_GlobalThemes ("Global Themes--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/global-themes},hover:Documentation}}", Float) = 0
[HideInInspector] m_start_GlobalThemeColor0 ("Theme Color 0", Float) = 0
[HDR]_GlobalThemeColor0 ("Theme Color 0", Color ) = (1, 1, 1, 1)
_GlobalThemeHue0 ("Hue Adjust", Range( 0, 1)) = 0
_GlobalThemeHueSpeed0 ("Hue Adjust Speed", Float ) = 0
_GlobalThemeSaturation0 ("Saturation Adjust", Range(-1, 1)) = 0
_GlobalThemeValue0 ("Value Adjust", Range(-1, 1)) = 0
[HideInInspector] m_end_GlobalThemeColor0 ("Theme Color 0", Float) = 0
[HideInInspector] m_start_GlobalThemeColor1 ("Theme Color 1", Float) = 0
[HDR]_GlobalThemeColor1 ("Theme Color 1", Color ) = (1, 1, 1, 1)
_GlobalThemeHue1 ("Hue Adjust", Range( 0, 1)) = 0
_GlobalThemeHueSpeed1 ("Hue Adjust Speed", Float ) = 0
_GlobalThemeSaturation1 ("Saturation Adjust", Range(-1, 1)) = 0
_GlobalThemeValue1 ("Value Adjust", Range(-1, 1)) = 0
[HideInInspector] m_end_GlobalThemeColor1 ("Theme Color 1", Float) = 0
[HideInInspector] m_start_GlobalThemeColor2 ("Theme Color 2", Float) = 0
[HDR]_GlobalThemeColor2 ("Theme Color 2", Color ) = (1, 1, 1, 1)
_GlobalThemeHue2 ("Hue Adjust", Range( 0, 1)) = 0
_GlobalThemeHueSpeed2 ("Hue Adjust Speed", Float ) = 0
_GlobalThemeSaturation2 ("Saturation Adjust", Range(-1, 1)) = 0
_GlobalThemeValue2 ("Value Adjust", Range(-1, 1)) = 0
[HideInInspector] m_end_GlobalThemeColor2 ("Theme Color 2", Float) = 0
[HideInInspector] m_start_GlobalThemeColor3 ("Theme Color 3", Float) = 0
[HDR]_GlobalThemeColor3 ("Theme Color 3", Color ) = (1, 1, 1, 1)
_GlobalThemeHue3 ("Hue Adjust", Range( 0, 1)) = 0
_GlobalThemeHueSpeed3 ("Hue Adjust Speed", Float ) = 0
_GlobalThemeSaturation3 ("Saturation Adjust", Range(-1, 1)) = 0
_GlobalThemeValue3 ("Value Adjust", Range(-1, 1)) = 0
[HideInInspector] m_end_GlobalThemeColor3 ("Theme Color 3", Float) = 0
[HideInInspector] m_end_GlobalThemes ("Global Themes", Float ) = 0
[HideInInspector] m_start_GlobalMask ("Global Mask", Float) = 0
//ifex _GlobalMaskTexturesEnable==0
[HideInInspector] m_start_GlobalMaskTextures ("Textures--{reference_property:_GlobalMaskTexturesEnable}", Float) = 0
[HideInInspector][ThryToggle(POI_GLOBALMASK_TEXTURES)] _GlobalMaskTexturesEnable ("Global Mask Textures Enable", Float) = 0
[sRGBWarning][ThryRGBAPacker(R, G, B, A, 0)]_GlobalMaskTexture0 ("Global Mask Texture 1--{reference_properties:[_GlobalMaskTexture0Pan, _GlobalMaskTexture0SplitTilingOffset_G, _GlobalMaskTexture0SplitPan_G, _GlobalMaskTexture0SplitTilingOffset_B, _GlobalMaskTexture0SplitPan_B, _GlobalMaskTexture0SplitTilingOffset_A, _GlobalMaskTexture0SplitPan_A, _GlobalMaskTexture0Split, _GlobalMaskTexture0UV]}", 2D) = "black" { }
[HideInInspector][Vector2]_GlobalMaskTexture0Pan ("Panning", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(G Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture0SplitTilingOffset_G ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture0Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture0SplitPan_G ("Panning--{condition_showS:(_GlobalMaskTexture0Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(B Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture0SplitTilingOffset_B ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture0Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture0SplitPan_B ("Panning--{condition_showS:(_GlobalMaskTexture0Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(A Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture0SplitTilingOffset_A ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture0Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture0SplitPan_A ("Panning--{condition_showS:(_GlobalMaskTexture0Split==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector][ToggleUI] _GlobalMaskTexture0Split ("Split Sampling", Int) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_GlobalMaskTexture0UV ("UV", Int) = 0
[sRGBWarning][ThryRGBAPacker(R, G, B, A, 0)]_GlobalMaskTexture1 ("Global Mask Texture 2--{reference_properties:[_GlobalMaskTexture1Pan, _GlobalMaskTexture1SplitTilingOffset_G, _GlobalMaskTexture1SplitPan_G, _GlobalMaskTexture1SplitTilingOffset_B, _GlobalMaskTexture1SplitPan_B, _GlobalMaskTexture1SplitTilingOffset_A, _GlobalMaskTexture1SplitPan_A, _GlobalMaskTexture1Split, _GlobalMaskTexture1UV]}", 2D) = "black" { }
[HideInInspector][Vector2]_GlobalMaskTexture1Pan ("Panning", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(G Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture1SplitTilingOffset_G ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture1Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture1SplitPan_G ("Panning--{condition_showS:(_GlobalMaskTexture1Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(B Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture1SplitTilingOffset_B ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture1Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture1SplitPan_B ("Panning--{condition_showS:(_GlobalMaskTexture1Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(A Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture1SplitTilingOffset_A ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture1Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture1SplitPan_A ("Panning--{condition_showS:(_GlobalMaskTexture1Split==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector][ToggleUI] _GlobalMaskTexture1Split ("Split Sampling", Int) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_GlobalMaskTexture1UV ("UV", Int) = 0
[sRGBWarning][ThryRGBAPacker(R, G, B, A, 0)]_GlobalMaskTexture2 ("Global Mask Texture 3--{reference_properties:[_GlobalMaskTexture2Pan, _GlobalMaskTexture2SplitTilingOffset_G, _GlobalMaskTexture2SplitPan_G, _GlobalMaskTexture2SplitTilingOffset_B, _GlobalMaskTexture2SplitPan_B, _GlobalMaskTexture2SplitTilingOffset_A, _GlobalMaskTexture2SplitPan_A, _GlobalMaskTexture2Split, _GlobalMaskTexture2UV]}", 2D) = "black" { }
[HideInInspector][Vector2]_GlobalMaskTexture2Pan ("Panning", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(G Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture2SplitTilingOffset_G ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture2Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture2SplitPan_G ("Panning--{condition_showS:(_GlobalMaskTexture2Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(B Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture2SplitTilingOffset_B ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture2Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture2SplitPan_B ("Panning--{condition_showS:(_GlobalMaskTexture2Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(A Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture2SplitTilingOffset_A ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture2Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture2SplitPan_A ("Panning--{condition_showS:(_GlobalMaskTexture2Split==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector][ToggleUI] _GlobalMaskTexture2Split ("Split Sampling", Int) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_GlobalMaskTexture2UV ("UV", Int) = 0
[sRGBWarning][ThryRGBAPacker(R, G, B, A, 0)]_GlobalMaskTexture3 ("Global Mask Texture 4--{reference_properties:[_GlobalMaskTexture3Pan, _GlobalMaskTexture3SplitTilingOffset_G, _GlobalMaskTexture3SplitPan_G, _GlobalMaskTexture3SplitTilingOffset_B, _GlobalMaskTexture3SplitPan_B, _GlobalMaskTexture3SplitTilingOffset_A, _GlobalMaskTexture3SplitPan_A, _GlobalMaskTexture3Split, _GlobalMaskTexture3UV]}", 2D) = "black" { }
[HideInInspector][Vector2]_GlobalMaskTexture3Pan ("Panning", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(G Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture3SplitTilingOffset_G ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture3Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture3SplitPan_G ("Panning--{condition_showS:(_GlobalMaskTexture3Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(B Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture3SplitTilingOffset_B ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture3Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture3SplitPan_B ("Panning--{condition_showS:(_GlobalMaskTexture3Split==1)}", Vector) = (0, 0, 0, 0)
[ThryHeaderLabel(A Channel)]
[HideInInspector][VectorLabel(tX, tY, oX, oY)]_GlobalMaskTexture3SplitTilingOffset_A ("Tiling/Offset--{condition_showS:(_GlobalMaskTexture3Split==1)}", Vector) = (1, 1, 0, 0)
[HideInInspector][Vector2]_GlobalMaskTexture3SplitPan_A ("Panning--{condition_showS:(_GlobalMaskTexture3Split==1)}", Vector) = (0, 0, 0, 0)
[HideInInspector][ToggleUI] _GlobalMaskTexture3Split ("Split Sampling", Int) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_GlobalMaskTexture3UV ("UV", Int) = 0
[HideInInspector] m_end_GlobalMaskTextures ("Global Mask Textures", Float) = 0
//endex
[HideInInspector] m_start_GlobalMaskModifiers ("Modifiers", Float) = 0
//ifex _GlobalMaskModifiersBackfaceEnable==0
[HideInInspector] m_start_GlobalMaskModifiersBackface ("Backface Masking--{reference_property:_GlobalMaskModifiersBackfaceEnable}", Float) = 0
[HideInInspector][NoAnimate][ThryToggleUI(true)] _GlobalMaskModifiersBackfaceEnable ("Global Mask Backface Enable", Float) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_0 ("1R", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_1 ("1G", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_2 ("1B", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_3 ("1A", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_4 ("2R", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_5 ("2G", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_6 ("2B", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_7 ("2A", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_8 ("3R", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_9 ("3G", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_10 ("3B", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_11 ("3A", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_12 ("4R", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_13 ("4G", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_14 ("4B", Int) = 0
[Enum(Both, 0, Back Only, 1, Front Only, 2)] _GlobalMaskBackface_15 ("4A", Int) = 0
[HideInInspector] m_end_GlobalMaskModifiersBackface ("", Float) = 0
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
[HideInInspector] m_start_GlobalMaskModifiersMirror ("Mirror Masking--{reference_property:_GlobalMaskModifiersMirrorEnable}", Float) = 0
[HideInInspector][NoAnimate][ThryToggleUI(true)] _GlobalMaskModifiersMirrorEnable ("Global Mask Mirror Enable", Float) = 0
[Enum(Generic, 0, VRC, 1)] _GlobalMaskMirrorVisibilityMode ("Mirror Detection Mode", Int) = 1
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_0 ("1R", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_1 ("1G", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_2 ("1B", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_3 ("1A", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_4 ("2R", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_5 ("2G", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_6 ("2B", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_7 ("2A", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_8 ("3R", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_9 ("3G", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_10 ("3B", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_11 ("3A", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_12 ("4R", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_13 ("4G", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_14 ("4B", Int) = 0
[Enum(Both, 0, Only Outside Mirror, 1, Only In Mirror, 2)] _GlobalMaskMirror_15 ("4A", Int) = 0
[HideInInspector] m_end_GlobalMaskModifiersMirror ("", Float) = 0
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
[HideInInspector] m_start_GlobalMaskModifiersCamera ("Camera Masking--{reference_property:_GlobalMaskModifiersCameraEnable}", Float) = 0
[HideInInspector][NoAnimate][ThryToggleUI(true)] _GlobalMaskModifiersCameraEnable ("Global Mask Camera Enable", Float) = 0
[Helpbox(1)] _GlobalMaskModifiersCameraInfo ("Camera Masking only works in VRChat.", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_0 ("1R", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_1 ("1G", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_2 ("1B", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_3 ("1A", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_4 ("2R", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_5 ("2G", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_6 ("2B", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_7 ("2A", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_8 ("3R", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_9 ("3G", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_10 ("3B", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_11 ("3A", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_12 ("4R", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_13 ("4G", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_14 ("4B", Int) = 0
[Enum(Both, 0, Only Outside Camera, 1, Only In Camera, 2)] _GlobalMaskCamera_15 ("4A", Int) = 0
[HideInInspector] m_end_GlobalMaskModifiersCamera ("", Float) = 0
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
[HideInInspector] m_start_GlobalMaskModifiersDistance ("Distance Masking--{reference_property:_GlobalMaskModifiersDistanceEnable}", Float) = 0
[HideInInspector][NoAnimate][ThryToggleUI(true)] _GlobalMaskModifiersDistanceEnable ("Global Mask Camera Enable", Float) = 0
//ifex _GlobalMaskDistanceEnable_0==0// [Vector2] _GlobalMaskDistance_0 ("1R", Vector) = (1,2,0,0)
[HideInInspector] m_start_GlobalMaskDistanceM_0 ("1R--{reference_property:_GlobalMaskDistanceEnable_0}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_0 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_0 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_0 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_0 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_0 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_0 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_0 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_0 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_1==0
[HideInInspector] m_start_GlobalMaskDistanceM_1 ("1G--{reference_property:_GlobalMaskDistanceEnable_1}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_1 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_1 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_1 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_1 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_1 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_1 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_1 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_1 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_2==0
[HideInInspector] m_start_GlobalMaskDistanceM_2 ("1B--{reference_property:_GlobalMaskDistanceEnable_2}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_2 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_2 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_2 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_2 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_2 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_2 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_2 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_2 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_3==0
[HideInInspector] m_start_GlobalMaskDistanceM_3 ("1A--{reference_property:_GlobalMaskDistanceEnable_3}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_3 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_3 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_3 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_3 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_3 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_3 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_3 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_3 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_4==0
[HideInInspector] m_start_GlobalMaskDistanceM_4 ("2R--{reference_property:_GlobalMaskDistanceEnable_4}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_4 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_4 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_4 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_4 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_4 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_4 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_4 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_4 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_5==0
[HideInInspector] m_start_GlobalMaskDistanceM_5 ("2G--{reference_property:_GlobalMaskDistanceEnable_5}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_5 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_5 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_5 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_5 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_5 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_5 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_5 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_5 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_6==0
[HideInInspector] m_start_GlobalMaskDistanceM_6 ("2B--{reference_property:_GlobalMaskDistanceEnable_6}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_6 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_6 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_6 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_6 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_6 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_6 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_6 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_6 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_7==0
[HideInInspector] m_start_GlobalMaskDistanceM_7 ("2A--{reference_property:_GlobalMaskDistanceEnable_7}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_7 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_7 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_7 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_7 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_7 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_7 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_7 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_7 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_8==0
[HideInInspector] m_start_GlobalMaskDistanceM_8 ("3R--{reference_property:_GlobalMaskDistanceEnable_8}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_8 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_8 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_8 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_8 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_8 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_8 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_8 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_8 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_9==0
[HideInInspector] m_start_GlobalMaskDistanceM_9 ("3G--{reference_property:_GlobalMaskDistanceEnable_9}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_9 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_9 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_9 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_9 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_9 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_9 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_9 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_9 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_10==0
[HideInInspector] m_start_GlobalMaskDistanceM_10 ("3B--{reference_property:_GlobalMaskDistanceEnable_10}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_10 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_10 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_10 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_10 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_10 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_10 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_10 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_10 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_11==0
[HideInInspector] m_start_GlobalMaskDistanceM_11 ("3A--{reference_property:_GlobalMaskDistanceEnable_11}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_11 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_11 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_11 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_11 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_11 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_11 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_11 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_11 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_12==0
[HideInInspector] m_start_GlobalMaskDistanceM_12 ("4R--{reference_property:_GlobalMaskDistanceEnable_12}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_12 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_12 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_12 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_12 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_12 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_12 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_12 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_12 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_13==0
[HideInInspector] m_start_GlobalMaskDistanceM_13 ("4G--{reference_property:_GlobalMaskDistanceEnable_13}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_13 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_13 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_13 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_13 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_13 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_13 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_13 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_13 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_14==0
[HideInInspector] m_start_GlobalMaskDistanceM_14 ("4B--{reference_property:_GlobalMaskDistanceEnable_14}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_14 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_14 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_14 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_14 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_14 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_14 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_14 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_14 ("", Float) = 0
//endex
//ifex _GlobalMaskDistanceEnable_15==0
[HideInInspector] m_start_GlobalMaskDistanceM_15 ("4A--{reference_property:_GlobalMaskDistanceEnable_15}", Float) = 0
[HideInInspector][ThryToggleUI(true)] _GlobalMaskDistanceEnable_15 ("", Int) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _GlobalMaskDistanceType_15 ("Pos To Use", Int) = 1
_GlobalMaskDistanceMin_15 ("Min Distance", Float) = 1
_GlobalMaskDistanceMax_15 ("Max Distance", Float) = 2
_GlobalMaskDistanceMinAlpha_15 ("Min Distance Alpha", Range(0, 1)) = 0
_GlobalMaskDistanceMaxAlpha_15 ("Max Distance Alpha", Range(0, 1)) = 1
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _GlobalMaskDistanceBlendType_15 ("Blending", Int) = 0
[HideInInspector] m_end_GlobalMaskDistanceM_15 ("", Float) = 0
//endex
[HideInInspector] m_end_GlobalMaskModifiersDistance ("", Float) = 0
//endex
[HideInInspector] m_end_GlobalMaskModifiers ("", Float) = 0
//ifex _GlobalMaskOptionsEnable==0
[HideInInspector] m_start_GlobalMaskOptions ("Options--{reference_property:_GlobalMaskOptionsEnable}", Float) = 0
[HideInInspector][NoAnimate][ThryToggleUI(true)] _GlobalMaskOptionsEnable ("Global Mask Options Enable", Float) = 0
[Enum(Sliders, 0, Min Max Sliders, 1, Force Toggles, 2)] _GlobalMaskOptionsType ("Type", Int) = 0
//ifex _GlobalMaskOptionsType!=0
[HideInInspector] g_start_GlobalMaskOptionsSliders ("--{condition_showS:_GlobalMaskOptionsType==0}", Int) = 0
_GlobalMaskSlider_0 ("1R", Range(-1, 1)) = 0
_GlobalMaskSlider_1 ("1G", Range(-1, 1)) = 0
_GlobalMaskSlider_2 ("1B", Range(-1, 1)) = 0
_GlobalMaskSlider_3 ("1A", Range(-1, 1)) = 0
_GlobalMaskSlider_4 ("2R", Range(-1, 1)) = 0
_GlobalMaskSlider_5 ("2G", Range(-1, 1)) = 0
_GlobalMaskSlider_6 ("2B", Range(-1, 1)) = 0
_GlobalMaskSlider_7 ("2A", Range(-1, 1)) = 0
_GlobalMaskSlider_8 ("3R", Range(-1, 1)) = 0
_GlobalMaskSlider_9 ("3G", Range(-1, 1)) = 0
_GlobalMaskSlider_10 ("3B", Range(-1, 1)) = 0
_GlobalMaskSlider_11 ("3A", Range(-1, 1)) = 0
_GlobalMaskSlider_12 ("4R", Range(-1, 1)) = 0
_GlobalMaskSlider_13 ("4G", Range(-1, 1)) = 0
_GlobalMaskSlider_14 ("4B", Range(-1, 1)) = 0
_GlobalMaskSlider_15 ("4A", Range(-1, 1)) = 0
[HideInInspector] g_end_GlobalMaskOptionsSliders ("", Int) = 0
//endex
//ifex _GlobalMaskOptionsType!=1
[HideInInspector] g_start_GlobalMaskOptionsMinMaxSliders ("--{condition_showS:_GlobalMaskOptionsType==1}", Int) = 0
[MultiSlider] _GlobalMaskMinMaxSlider_0 ("1R", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_1 ("1G", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_2 ("1B", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_3 ("1A", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_4 ("2R", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_5 ("2G", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_6 ("2B", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_7 ("2A", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_8 ("3R", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_9 ("3G", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_10 ("3B", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_11 ("3A", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_12 ("4R", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_13 ("4G", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_14 ("4B", Vector) = (0, 1, 0, 1)
[MultiSlider] _GlobalMaskMinMaxSlider_15 ("4A", Vector) = (0, 1, 0, 1)
[HideInInspector] g_end_GlobalMaskOptionsMinMaxSliders ("", Int) = 0
//endex
//ifex _GlobalMaskOptionsType!=2
[HideInInspector] g_start_GlobalMaskOptionsForceToggles ("--{condition_showS:_GlobalMaskOptionsType==2}", Int) = 0
[ThryHeaderLabel(Force On)]
[ToggleUI] _GlobalMaskToggleOn_0 ("1R", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_1 ("1G", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_2 ("1B", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_3 ("1A", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_4 ("2R", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_5 ("2G", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_6 ("2B", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_7 ("2A", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_8 ("3R", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_9 ("3G", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_10 ("3B", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_11 ("3A", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_12 ("4R", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_13 ("4G", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_14 ("4B", Int) = 0
[ToggleUI] _GlobalMaskToggleOn_15 ("4A", Int) = 0
[Space(8)]
[ThryHeaderLabel(Force Off)]
[ToggleUI] _GlobalMaskToggleOff_0 ("1R", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_1 ("1G", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_2 ("1B", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_3 ("1A", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_4 ("2R", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_5 ("2G", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_6 ("2B", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_7 ("2A", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_8 ("3R", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_9 ("3G", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_10 ("3B", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_11 ("3A", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_12 ("4R", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_13 ("4G", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_14 ("4B", Int) = 0
[ToggleUI] _GlobalMaskToggleOff_15 ("4A", Int) = 0
[HideInInspector] g_end_GlobalMaskOptionsForceToggles ("", Int) = 0
//endex
[HideInInspector] m_end_GlobalMaskOptions ("Global Mask Options", Float) = 0
//endex
[HideInInspector] m_end_GlobalMask ("Global Mask", Float) = 0
// Lighting
[HideInInspector] m_lightingCategory ("Shading", Float) = 0
[HideInInspector] m_start_PoiLightData ("Light Data--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/light-data},hover:Documentation}}", Float) = 0
// Lighting Data
[sRGBWarning]_LightingAOMaps ("AO Maps (expand)--{reference_properties:[_LightingAOMapsPan, _LightingAOMapsUV,_LightDataAOStrengthR,_LightDataAOStrengthG,_LightDataAOStrengthB,_LightDataAOStrengthA]}", 2D) = "white" { }
[HideInInspector][Vector2]_LightingAOMapsPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _LightingAOMapsUV ("UV", Int) = 0
[HideInInspector]_LightDataAOStrengthR ("R Strength", Range(0, 1)) = 1
[HideInInspector]_LightDataAOStrengthG ("G Strength", Range(0, 1)) = 0
[HideInInspector]_LightDataAOStrengthB ("B Strength", Range(0, 1)) = 0
[HideInInspector]_LightDataAOStrengthA ("A Strength", Range(0, 1)) = 0
[sRGBWarning]_LightingDetailShadowMaps ("Detail Shadows (expand)--{reference_properties:[_LightingDetailShadowMapsPan, _LightingDetailShadowMapsUV,_LightingDetailShadowStrengthR,_LightingDetailShadowStrengthG,_LightingDetailShadowStrengthB,_LightingDetailShadowStrengthA,_LightingAddDetailShadowStrengthR,_LightingAddDetailShadowStrengthG,_LightingAddDetailShadowStrengthB,_LightingAddDetailShadowStrengthA]}", 2D) = "white" { }
[HideInInspector][Vector2]_LightingDetailShadowMapsPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _LightingDetailShadowMapsUV ("UV", Int) = 0
[HideInInspector]_LightingDetailShadowStrengthR ("R Strength", Range(0, 1)) = 1
[HideInInspector]_LightingDetailShadowStrengthG ("G Strength", Range(0, 1)) = 0
[HideInInspector]_LightingDetailShadowStrengthB ("B Strength", Range(0, 1)) = 0
[HideInInspector]_LightingDetailShadowStrengthA ("A Strength", Range(0, 1)) = 0
[HideInInspector]_LightingAddDetailShadowStrengthR ("Additive R Strength", Range(0, 1)) = 1
[HideInInspector]_LightingAddDetailShadowStrengthG ("Additive G Strength", Range(0, 1)) = 0
[HideInInspector]_LightingAddDetailShadowStrengthB ("Additive B Strength", Range(0, 1)) = 0
[HideInInspector]_LightingAddDetailShadowStrengthA ("Additive A Strength", Range(0, 1)) = 0
[sRGBWarning]_LightingShadowMasks ("Shadow Masks (expand)--{reference_properties:[_LightingShadowMasksPan, _LightingShadowMasksUV,_LightingShadowMaskStrengthR,_LightingShadowMaskStrengthG,_LightingShadowMaskStrengthB,_LightingShadowMaskStrengthA]}", 2D) = "white" { }
[HideInInspector][Vector2]_LightingShadowMasksPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _LightingShadowMasksUV ("UV", Int) = 0
[HideInInspector]_LightingShadowMaskStrengthR ("R Strength", Range(0, 1)) = 1
[HideInInspector]_LightingShadowMaskStrengthG ("G Strength", Range(0, 1)) = 0
[HideInInspector]_LightingShadowMaskStrengthB ("B Strength", Range(0, 1)) = 0
[HideInInspector]_LightingShadowMaskStrengthA ("A Strength", Range(0, 1)) = 0
// Base Pass
[Space(15)]
[ThryHeaderLabel(Base Pass Lighting, 13)]
[Space(4)]
[Enum(Poi Custom, 0, Standard, 1, UTS2, 2, OpenLit (lil toon), 3)] _LightingColorMode ("Light Color Mode", Int) = 0
[Enum(Poi Custom, 0, Normalized NDotL, 1, Saturated NDotL, 2)] _LightingMapMode ("Light Map Mode", Int) = 0
[Enum(Poi Custom, 0, Forced Local Direction, 1, Forced World Direction, 2, UTS2, 3, OpenLit (lil toon), 4)] _LightingDirectionMode ("Light Direction Mode", Int) = 0
[Vector3]_LightngForcedDirection ("Forced Direction--{condition_showS:(_LightingDirectionMode==1 || _LightingDirectionMode==2)}", Vector) = (0, 0, 0)
[ToggleUI]_LightingForceColorEnabled ("Force Light Color", Float) = 0
_LightingForcedColor ("Forced Color--{condition_showS:(_LightingForceColorEnabled==1), reference_property:_LightingForcedColorThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _LightingForcedColorThemeIndex ("", Int) = 0
_Unlit_Intensity ("Unlit_Intensity--{condition_showS:(_LightingColorMode==2)}", Range(0.001, 4)) = 1
[ToggleUI]_LightingCapEnabled ("Limit Brightness", Float) = 1
_LightingCap ("Max Brightness--{condition_showS:(_LightingCapEnabled==1)}", Range(0, 10)) = 1
_LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0
_LightingIndirectUsesNormals ("Indirect Uses Normals--{condition_showS:(_LightingColorMode==0)}", Range(0, 1)) = 0
_LightingCastedShadows ("Receive Casted Shadows", Range(0, 1)) = 0
_LightingMonochromatic ("Grayscale Lighting", Range(0, 1)) = 0
// Lighting Additive
[Space(15)]
[ThryHeaderLabel(Add Pass Lighting (Realtime), 13)]
[Space(4)]
[ThryToggle(POI_VERTEXLIGHT_ON)]_LightingVertexLightingEnabled ("Vertex lights (Non-Important)", Float) = 1
[ThryToggle(POI_LIGHT_DATA_ADDITIVE_ENABLE)]_LightingAdditiveEnable ("Pixel lights (Important)", Float) = 1
[ThryToggle(POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE)]_DisableDirectionalInAdd ("Ignore Directional--{condition_showS:(_LightingAdditiveEnable==1)}", Float) = 1
[ToggleUI]_LightingAdditiveLimited ("Limit Brightness", Float) = 0
_LightingAdditiveLimit ("Max Brightness--{condition_showS:(_LightingAdditiveLimited==1)}", Range(0, 10)) = 1
_LightingAdditiveMonochromatic ("Grayscale Lighting", Range(0, 1)) = 0
_LightingAdditivePassthrough ("Point Light Passthrough--{condition_showS:(_LightingAdditiveEnable==1)}", Range(0, 1)) = .5
// Lighting Data Debug
[Space(15)]
[ThryHeaderLabel(Debug Visualization, 13)]
[Space(4)]
[NoAnimate][ThryToggleUI(false)]_LightDataDebugEnabled ("Debug", Float) = 0
[ThryWideEnum(Direct Color, 0, Indirect Color, 1, Light Map, 2, Attenuation, 3, N Dot L, 4, Half Dir, 5, Direction, 6, Add Color, 7, Add Attenuation, 8, Add Shadow, 9, Add N Dot L, 10)] _LightingDebugVisualize ("Visualize--{condition_showS:(_LightDataDebugEnabled==1)}", Int) = 0
[HideInInspector] m_end_PoiLightData ("Light Data", Float) = 0
//ifex _ShadingEnabled==0
[HideInInspector] m_start_PoiShading (" Shading--{reference_property:_ShadingEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/main},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(VIGNETTE_MASKED)]_ShadingEnabled ("Enable Shading", Float) = 1
[ThryHeaderLabel(Base Pass Shading, 13)]
[Space(4)]
[KeywordEnum(TextureRamp, Multilayer Math, Wrapped, Skin, ShadeMap, Flat, Realistic, Cloth, SDF)] _LightingMode ("Lighting Type", Float) = 5
_LightingShadowColor ("Shadow Tint--{condition_showS:(_LightingMode!=4 && _LightingMode!=1 && _LightingMode!=5)}", Color) = (1, 1, 1)
[sRGBWarning(true)][Gradient]_ToonRamp ("Lighting Ramp--{texture:{width:512,height:4,filterMode:Bilinear,wrapMode:Clamp},force_texture_options:true,condition_showS:(_LightingMode==0)}", 2D) = "white" { }
_ShadowOffset ("Ramp Offset--{condition_showS:(_LightingMode==0)}", Range(-1, 1)) = 0
_LightingWrappedWrap ("Wrap--{condition_showS:(_LightingMode==2)}", Range(0, 2)) = 0
_LightingWrappedNormalization ("Normalization--{condition_showS:(_LightingMode==2)}", Range(0, 1)) = 0
// multi layer math
[ToggleUI]_LightingMulitlayerNonLinear ("Non Linear Edge--{condition_showS:(_LightingMode==1)}", Float) = 1
[sRGBWarning(true)]_ShadowColorTex ("Shadow Color--{reference_properties:[_ShadowColorTexPan, _ShadowColorTexUV], condition_showS:(_LightingMode==1)}", 2D) = "black" { }
[HideInInspector][Vector2]_ShadowColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _ShadowColorTexUV ("UV", Int) = 0
_ShadowColor ("Shadow Color--{condition_showS:(_LightingMode==1)}", Color) = (0.7, 0.75, 0.85, 1.0)
[sRGBWarning]_MultilayerMathBlurMap ("Blur Map--{reference_properties:[_MultilayerMathBlurMapPan, _MultilayerMathBlurMapUV], condition_showS:(_LightingMode==1)}", 2D) = "white" { }
[HideInInspector][Vector2]_MultilayerMathBlurMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _MultilayerMathBlurMapUV ("UV", Int) = 0
//_ShadowNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_ShadowBorder ("Border--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.5
_ShadowBlur ("Blur--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.1
[sRGBWarning(true)]_Shadow2ndColorTex ("2nd Color--{reference_properties:[_Shadow2ndColorTexPan, _Shadow2ndColorTexUV], condition_showS:(_LightingMode==1)}", 2D) = "black" { }
[HideInInspector][Vector2]_Shadow2ndColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Shadow2ndColorTexUV ("UV", Int) = 0
_Shadow2ndColor ("2nd Color--{condition_showS:(_LightingMode==1)}", Color) = (0, 0, 0, 0)
//_Shadow2ndNormalStrength ("2nd Normal Strength", Range(0, 1)) = 1.0
_Shadow2ndBorder ("2nd Border--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.5
_Shadow2ndBlur ("2nd Blur--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.3
[sRGBWarning(true)]_Shadow3rdColorTex ("3rd Color--{reference_properties:[_Shadow3rdColorTexPan, _Shadow3rdColorTexUV], condition_showS:(_LightingMode==1)}", 2D) = "black" { }
[HideInInspector][Vector2]_Shadow3rdColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Shadow3rdColorTexUV ("UV", Int) = 0
_Shadow3rdColor ("3rd Color--{condition_showS:(_LightingMode==1)}", Color) = (0, 0, 0, 0)
//_Shadow3rdNormalStrength ("3rd Normal Strength", Range(0, 1)) = 1.0
_Shadow3rdBorder ("3rd Border--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.25
_Shadow3rdBlur ("3rd Blur--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.1
_ShadowBorderColor ("Border Color--{condition_showS:(_LightingMode==1)}", Color) = (1, 0, 0, 1)
_ShadowBorderRange ("Border Range--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
_ShadowMainStrength ("Contrast--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
//wrapped
_LightingGradientStart ("Gradient Start--{condition_showS:(_LightingMode==2)}", Range(0, 1)) = 0
_LightingGradientEnd ("Gradient End--{condition_showS:(_LightingMode==2)}", Range(0, 1)) = .5
// Shade Maps
_1st_ShadeColor ("1st ShadeColor--{condition_showS:(_LightingMode==4)}", Color) = (1, 1, 1)
[sRGBWarning(true)]_1st_ShadeMap ("1st ShadeMap--{reference_properties:[_1st_ShadeMapPan, _1st_ShadeMapUV, _Use_1stShadeMapAlpha_As_ShadowMask, _1stShadeMapMask_Inverse],condition_showS:(_LightingMode==4)}", 2D) = "white" { }
[HideInInspector][Vector2]_1st_ShadeMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _1st_ShadeMapUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_Use_1stShadeMapAlpha_As_ShadowMask ("1st ShadeMap.a As ShadowMask", Float) = 0
[HideInInspector][ToggleUI]_1stShadeMapMask_Inverse ("1st ShadeMapMask Inverse", Float) = 0
[ToggleUI] _Use_BaseAs1st ("Use BaseMap as 1st ShadeMap--{condition_showS:(_LightingMode==4)}", Float) = 0
_2nd_ShadeColor ("2nd ShadeColor--{condition_showS:(_LightingMode==4)}", Color) = (1, 1, 1, 1)
[sRGBWarning(true)]_2nd_ShadeMap ("2nd ShadeMap--{reference_properties:[_2nd_ShadeMapPan, _2nd_ShadeMapUV, _Use_2ndShadeMapAlpha_As_ShadowMask, _2ndShadeMapMask_Inverse],condition_showS:(_LightingMode==4)}", 2D) = "white" { }
[HideInInspector][Vector2]_2nd_ShadeMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _2nd_ShadeMapUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_Use_2ndShadeMapAlpha_As_ShadowMask ("2nd ShadeMap.a As ShadowMask", Float) = 0
[HideInInspector][ToggleUI]_2ndShadeMapMask_Inverse ("2nd ShadeMapMask Inverse", Float) = 0
[ToggleUI] _Use_1stAs2nd ("Use 1st ShadeMap as 2nd_ShadeMap--{condition_showS:(_LightingMode==4)}", Float) = 0
_BaseColor_Step ("BaseColor_Step--{condition_showS:(_LightingMode==4)}", Range(0.01, 1)) = 0.5
_BaseShade_Feather ("Base/Shade_Feather--{condition_showS:(_LightingMode==4)}", Range(0.0001, 1)) = 0.0001
_ShadeColor_Step ("ShadeColor_Step--{condition_showS:(_LightingMode==4)}", Range(0, 1)) = 0
_1st2nd_Shades_Feather ("1st/2nd_Shades_Feather--{condition_showS:(_LightingMode==4)}", Range(0.0001, 1)) = 0.0001
[Enum(Replace, 0, Multiply, 1)]_ShadingShadeMapBlendType ("Blend Mode--{condition_showS:(_LightingMode==4)}", Int) = 0
// Skin Shading
[sRGBWarning]_SkinLUT ("LUT--{condition_showS:(_LightingMode==3)}", 2D) = "white" { }
_SssScale ("Scale--{condition_showS:(_LightingMode==3)}", Range(0, 1)) = 1
_SkinThicknessMap ("Thickness Map--{reference_properties:[_SkinThicknessMapPan, _SkinThicknessMapUV, _SkinThicknessMapInvert],condition_showS:(_LightingMode==3)}", 2D) = "black" { }
[HideInInspector][Vector2]_SkinThicknessMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _SkinThicknessMapUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_SkinThicknessMapInvert ("Invert", Float) = 0
_SkinThicknessPower ("Thickness Power--{condition_showS:(_LightingMode==3)}", Range(0, 3)) = 1
_SssBumpBlur ("Bump Blur--{condition_showS:(_LightingMode==3)}", Range(0, 1)) = 0.7
[HideInInspector][Vector3]_SssTransmissionAbsorption ("Absorption--{condition_showS:(_LightingMode==3)}", Vector) = (-8, -40, -64, 0)
[HideInInspector][Vector3]_SssColorBleedAoWeights ("AO Color Bleed--{condition_showS:(_LightingMode==3)}", Vector) = (0.4, 0.15, 0.13, 0)
//ifex _LightingMode!=7
// Cloth
[NonModifiableTextureData] [NoScaleOffset] _ClothDFG ("MultiScatter Cloth DFG--{condition_showS:(_LightingMode==7)}", 2D) = "black" { }
[sRGBWarning][ThryRGBAPacker(Metallic Map, Cloth Mask, Reflectance, Smoothness)]_ClothMetallicSmoothnessMap ("Maps (Expand)--{reference_properties:[_ClothMetallicSmoothnessMapPan, _ClothMetallicSmoothnessMapUV, _ClothMetallicSmoothnessMapInvert],condition_showS:(_LightingMode==7)}", 2D) = "white" { }
[HideInInspector][Vector2] _ClothMetallicSmoothnessMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ToggleUI] _ClothMetallicSmoothnessMapInvert ("Invert Smoothness", Float) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _ClothMetallicSmoothnessMapUV ("UV", Int) = 0
[NoAnimate][ThryToggleUI(false)] _ClothLerp ("Clothmask Lerp--{condition_showS:(_LightingMode==7)}", Float) = 0
//[Gamma] _ClothMetallic ("Metallic--{condition_showS:(_LightingMode==7)}", Range(0, 1)) = 0
_ClothReflectance ("Reflectance--{condition_showS:(_LightingMode==7)}", Range(0.35, 1)) = 0.5
_ClothSmoothness ("Smoothness--{condition_showS:(_LightingMode==7)}", Range(0, 1)) = 0.5
//endex
// SDF
[sRGBWarning]_SDFShadingTexture ("SDF--{reference_properties:[_SDFShadingTexturePan, _SDFShadingTextureUV],condition_showS:(_LightingMode==8)}", 2D) = "white" { }
[HideInInspector][Vector2]_SDFShadingTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _SDFShadingTextureUV ("UV", Int) = 0
_SDFBlur ("Blur--{condition_showS:(_LightingMode==8)}", Range(0, 1)) = 0.1
[Vector3]_SDFForward ("Forward Direction--{condition_showS:(_LightingMode==8)}", Vector) = (0, 0, 1, 0)
[Vector3]_SDFLeft ("Left Direction--{condition_showS:(_LightingMode==8)}", Vector) = (-1, 0, 0, 0)
// Generic
_ShadowStrength ("Shadow Strength--{condition_showS:(_LightingMode<=4 || _LightingMode==8)}", Range(0, 1)) = 1
_LightingIgnoreAmbientColor ("Ignore Indirect Shadow Color--{condition_showS:(_LightingMode<=3 || _LightingMode==8)}", Range(0, 1)) = 1
// Additive
[Space(15)]
[ThryHeaderLabel(Add Pass Shading, 13)]
[Space(4)]
[Enum(Realistic, 0, Toon, 1)] _LightingAdditiveType ("Lighting Type", Int) = 1
_LightingAdditiveGradientStart ("Gradient Start--{condition_showS:(_LightingAdditiveType==1)}", Range(0, 1)) = 0
_LightingAdditiveGradientEnd ("Gradient End--{condition_showS:(_LightingAdditiveType==1)}", Range(0, 1)) = .5
//_LightingAdditiveDetailStrength ("Detail Shadow Strength", Range(0, 1)) = 1 //TODO-implement this
[HideInInspector] m_end_PoiShading ("Shading", Float) = 0
//endex
//ifex _EnableAniso==0
[HideInInspector] m_start_Aniso (" Anisotropics--{reference_property:_EnableAniso}", Float) = 0
[HideInInspector][ThryToggle(POI_ANISOTROPICS)]_EnableAniso ("Enable Aniso", Float) = 0
[sRGBWarning(true)][ThryRGBAPacker(1, RGB Color, A Offset, 1)]_AnisoColorMap ("Color & Offset--{reference_properties:[_AnisoColorMapPan, _AnisoColorMapUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_AnisoColorMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _AnisoColorMapUV ("UV", Int) = 0
/*
[sRGBWarning]_AnisoNoiseMap ("Noise Map--{reference_properties:[_AnisoNoiseMapPan, _AnisoNoiseMapUV]}", 2D) = "black" { }
[HideInInspector][Vector2]_AnisoNoiseMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _AnisoNoiseMapUV ("UV", Int) = 0
*/
_AnisoUseLightColor ("Mix Light Color", Range(0, 1)) = 1
_AnisoUseBaseColor ("Mix Base Color", Range(0, 1)) = 0
_AnisoReplace ("Replace Blending", Range(0, 1)) = 0
_AnisoAdd ("Add Blending", Range(0, 1)) = 1
_AnisoHideInShadow ("Hide In Shadow", Range(0, 1)) = 1
[Space(10)]
[ThryHeaderLabel(Top Layer, 13)]
_Aniso0Power ("Power", Range(0, 1)) = 0
_Aniso0Strength ("Strength", Range(0, 1)) = 1
_Aniso0Offset ("Offset", Range(-10, 10)) = 0
_Aniso0OffsetMapStrength ("Map Offset Strength", Range(0, 1)) = 0
_Aniso0Tint ("Tint--{reference_property:_Aniso0TintIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Aniso0TintIndex ("", Int) = 0
[ToggleUI]_Aniso0SwitchDirection ("Switch Direction", Int) = 0
[ThryToggleUI(true)] _Aniso0ToonMode ("Toon Mode", Float) = 0
_Aniso0Edge ("Edge--{condition_showS:(_Aniso0ToonMode==1)}", Range(0, 1)) = .5
_Aniso0Blur ("Blur--{condition_showS:(_Aniso0ToonMode==1)}", Range(0, 1)) = 0
[Space(10)]
[ThryHeaderLabel(Bottom Layer, 13)]
_Aniso1Power ("Power", Range(0, 1)) = .1
_Aniso1Strength ("Strength", Range(0, 1)) = 1
_Aniso1Offset ("Offset", Range(-1, 1)) = 0
_Aniso1OffsetMapStrength ("Map Offset Strength", Range(0, 1)) = 0
_Aniso1Tint ("Tint--{reference_property:_Aniso1TintIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Aniso1TintIndex ("", Int) = 0
[ToggleUI]_Aniso1SwitchDirection ("Switch Direction", Int) = 0
[ThryToggleUI(true)] _Aniso1ToonMode ("Toon Mode", Float) = 0
_Aniso1Edge ("Edge--{condition_showS:(_Aniso1ToonMode==1)}", Range(0, 1)) = .5
_Aniso1Blur ("Blur--{condition_showS:(_Aniso1ToonMode==1)}", Range(0, 1)) = 0
[Space(4)]
[NoAnimate][ThryToggleUI(true)]_AnisoDebugToggle ("Debug", Float) = 0
[ThryWideEnum(Off, 0, Overall Specular, 1, Specular 0, 2, Specular 1, 3)] _AnisoDebugMode ("Visualize--{condition_showS:(_AnisoDebugToggle==1)}", Int) = 0
[HideInInspector] m_end_Ansio ("Anisotropics", Float) = 0
//endex
// First Matcap
//ifex _MatcapEnable==0
[HideInInspector] m_start_matcap ("Matcap 0--{reference_property:_MatcapEnable,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/matcap},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_MATCAP0)]_MatcapEnable ("Enable Matcap", Float) = 0
[ThryWideEnum(UTS Style, 0, Top Pinch, 1, Double Sided, 2)] _MatcapUVMode ("UV Mode", Int) = 1
_MatcapColor ("Color--{reference_property:_MatcapColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _MatcapColorThemeIndex ("", Int) = 0
[sRGBWarning(true)][TextureNoSO]_Matcap ("Matcap", 2D) = "white" { }
_MatcapBorder ("Border", Range(0, .5)) = 0.43
[sRGBWarning]_MatcapMask ("Mask--{reference_properties:[_MatcapMaskPan, _MatcapMaskUV, _MatcapMaskChannel, _MatcapMaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_MatcapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _MatcapMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_MatcapMaskChannel ("Channel", Float) = 0
[HideInInspector][ToggleUI]_MatcapMaskInvert ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MatcapMaskGlobalMask ("Global Mask--{reference_property:_MatcapMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_MatcapMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_MatcapEmissionStrength ("Emission Strength", Range(0, 20)) = 0
_MatcapIntensity ("Intensity", Range(0, 5)) = 1
_MatcapLightMask ("Hide in Shadow", Range(0, 1)) = 0
_MatcapReplace ("Replace Blend", Range(0, 1)) = 1
_MatcapMultiply ("Multiply Blend", Range(0, 1)) = 0
_MatcapAdd ("Add Blend", Range(0, 1)) = 0
_MatcapMixed ("Mixed Blend", Range(0, 1)) = 0
_MatcapAddToLight ("Add To Light", Range(0, 1)) = 0
_MatcapAlphaOverride ("Override Alpha", Range(0, 1)) = 0
[Enum(Vertex, 0, Pixel, 1)] _MatcapNormal ("Normal to use", Int) = 1
[ThryToggle(POI_MATCAP0_CUSTOM_NORMAL, true)] _Matcap0CustomNormal (" Custom Normal", Float) = 0
[Normal]_Matcap0NormalMap ("Normal Map--{reference_properties:[_Matcap0NormalMapPan, _Matcap0NormalMapUV, _Matcap0NormalMapScale], condition_showS:(_Matcap0CustomNormal==1)}", 2D) = "bump" { }
[HideInInspector][Vector2]_Matcap0NormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap0NormalMapUV ("UV", Int) = 0
[HideInInspector]_Matcap0NormalMapScale ("Intensity", Range(0, 10)) = 1
[ThryToggleUI(true)] _MatcapHueShiftEnabled (" Hue Shift", Float) = 0
_MatcapHueShiftSpeed ("Shift Speed--{condition_showS:(_MatcapHueShiftEnabled==1)}", Float) = 0
_MatcapHueShift ("Hue Shift--{condition_showS:(_MatcapHueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] g_start_MatcapTPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _MatcapTPSDepthEnabled (" TPS Depth Mask Enabled", Float) = 0
_MatcapTPSMaskStrength ("TPS Mask Strength--{condition_showS:(_MatcapTPSDepthEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_MatcapTPSMaskGroup ("", Float) = 0
[HideInInspector] m_end_matcap ("Matcap--{condition_showS:(_MatcapHueShiftEnabled==1)}", Float) = 0
//endex
// Second Matcap
//ifex _Matcap2Enable==0
[HideInInspector] m_start_Matcap2 ("Matcap 1--{reference_property:_Matcap2Enable,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/matcap},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(COLOR_GRADING_HDR_3D)]_Matcap2Enable ("Enable Matcap 2", Float) = 0
[ThryWideEnum(UTS Style, 0, Top Pinch, 1, Double Sided, 2)] _Matcap2UVMode ("UV Mode", Int) = 1
_Matcap2Color ("Color--{reference_property:_Matcap2ColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Matcap2ColorThemeIndex ("", Int) = 0
[sRGBWarning(true)][TextureNoSO]_Matcap2 ("Matcap", 2D) = "white" { }
_Matcap2Border ("Border", Range(0, .5)) = 0.43
[sRGBWarning]_Matcap2Mask ("Mask--{reference_properties:[_Matcap2MaskPan, _Matcap2MaskUV, _Matcap2MaskChannel, _Matcap2MaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_Matcap2MaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap2MaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Matcap2MaskChannel ("Channel", Float) = 0
[HideInInspector][ToggleUI]_Matcap2MaskInvert ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Matcap2MaskGlobalMask ("Global Mask--{reference_property:_Matcap2MaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Matcap2MaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_Matcap2EmissionStrength ("Emission Strength", Range(0, 20)) = 0
_Matcap2Intensity ("Intensity", Range(0, 5)) = 1
_Matcap2LightMask ("Hide in Shadow", Range(0, 1)) = 0
_Matcap2Replace ("Replace Blend", Range(0, 1)) = 0
_Matcap2Multiply ("Multiply Blend", Range(0, 1)) = 0
_Matcap2Add ("Add Blend", Range(0, 1)) = 0
_Matcap2Mixed ("Mixed Blend", Range(0, 1)) = 0
_Matcap2AddToLight ("Add To Light", Range(0, 1)) = 0
_Matcap2AlphaOverride ("Override Alpha", Range(0, 1)) = 0
[Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal ("Normal to use", Int) = 1
[ThryToggle(POI_MATCAP1_CUSTOM_NORMAL, true)] _Matcap1CustomNormal (" Custom Normal", Float) = 0
[ThryToggle()]_Matcap1CustomNormal ("Custom Normal", Float) = 0
[Normal]_Matcap1NormalMap ("Normal Map--{reference_properties:[_Matcap1NormalMapPan, _Matcap1NormalMapUV, _Matcap1NormalMapScale], condition_showS:(_Matcap1CustomNormal==1)}", 2D) = "bump" { }
[HideInInspector][Vector2]_Matcap1NormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap1NormalMapUV ("UV", Int) = 0
[HideInInspector]_Matcap1NormalMapScale ("Intensity", Range(0, 10)) = 1
[ThryToggleUI(true)] _Matcap2HueShiftEnabled (" Hue Shift", Float) = 0
_Matcap2HueShiftSpeed ("Shift Speed--{condition_showS:(_Matcap2HueShiftEnabled==1)}", Float) = 0
_Matcap2HueShift ("Hue Shift--{condition_showS:(_Matcap2HueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] g_start_Matcap2TPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _Matcap2TPSDepthEnabled (" TPS Depth Mask Enabled", Float) = 0
_Matcap2TPSMaskStrength ("TPS Mask Strength--{condition_showS:(_Matcap2TPSDepthEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_Matcap2TPSMaskGroup ("", Float) = 0
[HideInInspector] m_end_Matcap2 ("Matcap 1--{condition_showS:(_Matcap2HueShiftEnabled==1)}", Float) = 0
//endex
// Third Matcap
//ifex _Matcap3Enable==0
[HideInInspector] m_start_Matcap3 ("Matcap 2--{reference_property:_Matcap3Enable,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/matcap},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_MATCAP2)]_Matcap3Enable ("Enable Matcap 2", Float) = 0
[ThryWideEnum(UTS Style, 0, Top Pinch, 1, Double Sided, 2)] _Matcap3UVMode ("UV Mode", Int) = 1
_Matcap3Color ("Color--{reference_property:_Matcap3ColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Matcap3ColorThemeIndex ("", Int) = 0
[sRGBWarning(true)][TextureNoSO]_Matcap3 ("Matcap", 2D) = "white" { }
_Matcap3Border ("Border", Range(0, .5)) = 0.43
[sRGBWarning]_Matcap3Mask ("Mask--{reference_properties:[_Matcap3MaskPan, _Matcap3MaskUV, _Matcap3MaskChannel, _Matcap3MaskInvert]}", 2D) = "white" { }
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Matcap3MaskChannel ("Channel", Float) = 0
[HideInInspector][Vector2]_Matcap3MaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap3MaskUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_Matcap3MaskInvert ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Matcap3MaskGlobalMask ("Global Mask--{reference_property:_Matcap3MaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Matcap3MaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_Matcap3EmissionStrength ("Emission Strength", Range(0, 20)) = 0
_Matcap3Intensity ("Intensity", Range(0, 5)) = 1
_Matcap3LightMask ("Hide in Shadow", Range(0, 1)) = 0
_Matcap3Replace ("Replace Blend", Range(0, 1)) = 0
_Matcap3Multiply ("Multiply Blend", Range(0, 1)) = 0
_Matcap3Add ("Add Blend", Range(0, 1)) = 0
_Matcap3Mixed ("Mixed Blend", Range(0, 1)) = 0
_Matcap3AddToLight ("Add To Light", Range(0, 1)) = 0
_Matcap3AlphaOverride ("Override Alpha", Range(0, 1)) = 0
[Enum(Vertex, 0, Pixel, 1)] _Matcap3Normal ("Normal to use", Int) = 1
[ThryToggle(POI_MATCAP2_CUSTOM_NORMAL, true)] _Matcap2CustomNormal (" Custom Normal", Float) = 0
[ThryToggle()]_Matcap2CustomNormal ("Custom Normal", Float) = 0
[Normal]_Matcap2NormalMap ("Normal Map--{reference_properties:[_Matcap2NormalMapPan, _Matcap2NormalMapUV, _Matcap2NormalMapScale], condition_showS:(_Matcap2CustomNormal==1)}", 2D) = "bump" { }
[HideInInspector][Vector2]_Matcap2NormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap2NormalMapUV ("UV", Int) = 0
[HideInInspector]_Matcap2NormalMapScale ("Intensity", Range(0, 10)) = 1
[ThryToggleUI(true)] _Matcap3HueShiftEnabled (" Hue Shift", Float) = 0
_Matcap3HueShiftSpeed ("Shift Speed--{condition_showS:(_Matcap3HueShiftEnabled==1)}", Float) = 0
_Matcap3HueShift ("Hue Shift--{condition_showS:(_Matcap3HueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] g_start_Matcap3TPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _Matcap3TPSDepthEnabled (" TPS Depth Mask Enabled", Float) = 0
_Matcap3TPSMaskStrength ("TPS Mask Strength--{condition_showS:(_Matcap3TPSDepthEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_Matcap3TPSMaskGroup ("", Float) = 0
[HideInInspector] m_end_Matcap3 ("Matcap 2--{condition_showS:(_Matcap3HueShiftEnabled==1)}", Float) = 0
//endex
// Fourth Matcap
//ifex _Matcap4Enable==0
[HideInInspector] m_start_Matcap4 ("Matcap 3--{reference_property:_Matcap4Enable,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/matcap},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_MATCAP3)]_Matcap4Enable ("Enable Matcap 3", Float) = 0
[ThryWideEnum(UTS Style, 0, Top Pinch, 1, Double Sided, 2)] _Matcap4UVMode ("UV Mode", Int) = 1
_Matcap4Color ("Color--{reference_property:_Matcap4ColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Matcap4ColorThemeIndex ("", Int) = 0
[sRGBWarning(true)][TextureNoSO]_Matcap4 ("Matcap", 2D) = "white" { }
_Matcap4Border ("Border", Range(0, .5)) = 0.43
[sRGBWarning]_Matcap4Mask ("Mask--{reference_properties:[_Matcap4MaskPan, _Matcap4MaskUV, _Matcap4MaskChannel, _Matcap4MaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_Matcap4MaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap4MaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Matcap4MaskChannel ("Channel", Float) = 0
[HideInInspector][ToggleUI]_Matcap4MaskInvert ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Matcap4MaskGlobalMask ("Global Mask--{reference_property:_Matcap4MaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_Matcap4MaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_Matcap4EmissionStrength ("Emission Strength", Range(0, 20)) = 0
_Matcap4Intensity ("Intensity", Range(0, 5)) = 1
_Matcap4LightMask ("Hide in Shadow", Range(0, 1)) = 0
_Matcap4Replace ("Replace Blend", Range(0, 1)) = 0
_Matcap4Multiply ("Multiply Blend", Range(0, 1)) = 0
_Matcap4Add ("Add Blend", Range(0, 1)) = 0
_Matcap4Mixed ("Mixed Blend", Range(0, 1)) = 0
_Matcap4AddToLight ("Add To Light", Range(0, 1)) = 0
_Matcap4AlphaOverride ("Override Alpha", Range(0, 1)) = 0
[Enum(Vertex, 0, Pixel, 1)] _Matcap4Normal ("Normal to use", Int) = 1
[ThryToggle(POI_MATCAP3_CUSTOM_NORMAL, true)] _Matcap3CustomNormal (" Custom Normal", Float) = 0
[ThryToggle()]_Matcap3CustomNormal ("Custom Normal", Float) = 0
[Normal]_Matcap3NormalMap ("Normal Map--{reference_properties:[_Matcap3NormalMapPan, _Matcap3NormalMapUV, _Matcap3NormalMapScale], condition_showS:(_Matcap3CustomNormal==1)}", 2D) = "bump" { }
[HideInInspector][Vector2]_Matcap3NormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Matcap3NormalMapUV ("UV", Int) = 0
[HideInInspector]_Matcap3NormalMapScale ("Intensity", Range(0, 10)) = 1
[ThryToggleUI(true)] _Matcap4HueShiftEnabled (" Hue Shift", Float) = 0
_Matcap4HueShiftSpeed ("Shift Speed--{condition_showS:(_Matcap4HueShiftEnabled==1)}", Float) = 0
_Matcap4HueShift ("Hue Shift--{condition_showS:(_Matcap4HueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] g_start_Matcap4TPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _Matcap4TPSDepthEnabled (" TPS Depth Mask Enabled", Float) = 0
_Matcap4TPSMaskStrength ("TPS Mask Strength--{condition_showS:(_Matcap4TPSDepthEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_Matcap4TPSMaskGroup ("", Float) = 0
[HideInInspector] m_end_Matcap4 ("Matcap 3--{condition_showS:(_Matcap4HueShiftEnabled==1)}", Float) = 0
//endex
//ifex _CubeMapEnabled==0
[HideInInspector] m_start_CubeMap ("CubeMap--{reference_property:_CubeMapEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/cubemap},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_CUBEMAP)]_CubeMapEnabled ("Enable CubeMap", Float) = 0
[ThryWideEnum(Skybox, 0, Reflection, 1, World Normal Direction, 2, Local Normal Direction, 3)] _CubeMapUVMode ("UV Mode", Int) = 1
_CubeMapWorldNormalsStrength ("Normals Strength--{condition_showS:(_CubeMapUVMode==2)}", Range(0,1)) = 1
_CubeMapColor ("Color--{reference_property:_CubeMapColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _CubeMapColorThemeIndex ("", Int) = 0
[NoScaleOffset]_CubeMap ("CubeMap--{reference_properties:[_CubeMapRotation, _CubeMapRotationPan]}", Cube) = "" { }
[HideInInspector][Vector3]_CubeMapRotation ("Rotation in Degrees", Vector) = (0, 0, 0, 0)
[HideInInspector][Vector3]_CubeMapRotationPan ("Panning in Degrees", Vector) = (0, 0, 0, 0)
[sRGBWarning]_CubeMapMask ("Mask--{reference_properties:[_CubeMapMaskPan, _CubeMapMaskUV, _CubeMapMaskChannel, _CubeMapMaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_CubeMapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _CubeMapMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_CubeMapMaskChannel ("Channel", Float) = 0
[HideInInspector][ToggleUI]_CubeMapMaskInvert ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _CubeMapMaskGlobalMask ("Global Mask--{reference_property:_CubeMapMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_CubeMapMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_CubeMapEmissionStrength ("Emission Strength", Range(0, 20)) = 0
_CubeMapIntensity ("Color Strength", Range(0, 5)) = 1
_CubeMapLightMask ("Hide in Shadow", Range(0, 1)) = 0
_CubeMapReplace ("Replace With CubeMap", Range(0, 1)) = 1
_CubeMapMultiply ("Multiply CubeMap", Range(0, 1)) = 0
_CubeMapAdd ("Add CubeMap", Range(0, 1)) = 0
[Enum(Vertex, 0, Pixel, 1)] _CubeMapNormal ("Normal to use", Int) = 1
[Space(10)]
[ThryHeaderLabel(Hue Shift, 13)]
[Space(4)]
[ToggleUI]_CubeMapHueShiftEnabled ("Enabled", Float) = 0
_CubeMapHueShiftSpeed ("Shift Speed--{condition_showS:(_CubeMapHueShiftEnabled==1)}", Float) = 0
_CubeMapHueShift ("Hue Shift--{condition_showS:(_CubeMapHueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] m_end_CubeMap ("CubeMap", Float) = 0
//endex
//ifex _EnableRimLighting==0 && _EnableRim2Lighting==0
[HideInInspector] m_start_rimLightOptions ("Rim Lighting--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
//ifex _EnableRimLighting==0
[HideInInspector] m_start_rimLight1Options ("Rim Lighting 1--{reference_property:_EnableRimLighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting ("Enable Rim Lighting", Float) = 0
[KeywordEnum(Poiyomi, UTS2, LilToon)] _RimStyle ("Style", Float) = 0
[sRGBWarning(true)]_RimTex ("Rim Texture--{reference_properties:[_RimTexPan, _RimTexUV], condition_showS:_RimStyle==0}", 2D) = "white" { }
[HideInInspector][Vector2]_RimTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _RimTexUV ("UV", Int) = 0
[sRGBWarning]_RimMask ("Rim Mask--{reference_properties:[_RimMaskPan, _RimMaskUV, _RimMaskChannel], condition_showS:_RimStyle==0}", 2D) = "white" { }
[HideInInspector][Vector2]_RimMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _RimMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_RimMaskChannel ("Channel", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _RimGlobalMask ("Global Mask--{reference_property:_RimGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _RimGlobalMaskBlendType ("Blending", Int) = 2
_Is_NormalMapToRimLight ("Normal Strength", Range(0, 1)) = 1
[ToggleUI]_RimLightingInvert ("Invert Rim Lighting--{ condition_showS:_RimStyle==0}", Float) = 0
_RimLightColor ("Rim Color--{condition_showS:_RimStyle==0||_RimStyle==1,reference_property:_RimLightColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RimLightColorThemeIndex ("", Int) = 0
_RimWidth ("Rim Width--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 0.8
_RimSharpness ("Rim Sharpness--{ condition_showS:_RimStyle==0}", Range(0, 1)) = .25
_RimPower ("Rim Power--{ condition_showS:_RimStyle==0}", Range(0, 10)) = 1
_RimStrength ("Rim Emission--{ condition_showS:_RimStyle==0}", Range(0, 20)) = 0
_RimBaseColorMix ("Mix Base Color--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 0
[ThryWideEnum(Add, 0, Replace, 1, Multiply, 2, Mixed, 3)] _RimBlendMode ("Blend Mode--{ condition_showS:_RimStyle==0}", Int) = 0
_RimBrightness ("Brightness--{ condition_showS:_RimStyle==0}", Range(0, 10)) = 1
_RimBlendStrength ("Blend Strength--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 1
[ThryToggle(false)] _RimClamp ("Clamp Intensity", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _RimApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_RimApplyGlobalMaskBlendType,condition_showS:_RimStyle==0}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _RimApplyGlobalMaskBlendType ("Blending", Int) = 2
// UTS2
[sRGBWarning]_Set_RimLightMask ("Set_RimLightMask--{ condition_showS:_RimStyle==1}", 2D) = "white" { }
_Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel--{ condition_showS:_RimStyle==1}", Range(-1, 1)) = 0
_Is_LightColor_RimLight ("Mix Light Color--{ condition_showS:_RimStyle==1}", Range(0, 1)) = 1
_RimLight_Power ("Rim Power--{ condition_showS:_RimStyle==1}", Range(0, 1)) = 0.1
_RimLight_InsideMask ("Inside Mask--{ condition_showS:_RimStyle==1}", Range(0.0001, 1)) = 0.0001
[Toggle(_)] _RimLight_FeatherOff ("Feather Off--{ condition_showS:_RimStyle==1}", Float) = 0
[ThryToggleUI(true)] _LightDirection_MaskOn (" Light Direction Mask--{ condition_showS:_RimStyle==1}", Float) = 0
_Tweak_LightDirection_MaskLevel ("Light Dir Mask Level--{ condition_showS:_LightDirection_MaskOn==1&&_RimStyle==1}", Range(0, 0.5)) = 0
[ThryToggleUI(true)] _Add_Antipodean_RimLight (" Antipodean(Ap) Rim--{ condition_showS:_LightDirection_MaskOn==1&&_RimStyle==1}", Float) = 0
_Is_LightColor_Ap_RimLight ("Ap Light Color Mix--{ condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Range(0, 1)) = 1
_Ap_RimLightColor ("Ap Color--{reference_property:_RimApColorThemeIndex, condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RimApColorThemeIndex ("", Int) = 0
_Ap_RimLight_Power ("Ap Power--{ condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Range(0, 1)) = 0.1
[Toggle(_)] _Ap_RimLight_FeatherOff ("Ap Feather Off--{ condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Float) = 0
// Liltoon
[HDR][Gamma]_RimColor ("Rim Color--{condition_showS:_RimStyle==2,reference_property:_RimLightColorThemeIndex}", Color) = (0.66,0.5,0.48,1)
[sRGBWarning(true)] _RimColorTex ("Texture--{condition_showS:_RimStyle==2,reference_properties:[_RimColorTexPan, _RimColorTexUV]}", 2D) = "white" {}
[HideInInspector][Vector2] _RimColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _RimColorTexUV ("UV", Int) = 0
_RimMainStrength ("Main Color Blend--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0
_RimNormalStrength ("Normal Strength--{condition_showS:_RimStyle==2}", Range(0, 1)) = 1.0
_RimBorder ("Border--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.5
_RimBlur ("Blur--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.65
[PowerSlider(3.0)]_RimFresnelPower ("Fresnel Power--{condition_showS:_RimStyle==2}", Range(0.01, 50)) = 3.5
_RimEnableLighting ("Enable Lighting--{condition_showS:_RimStyle==2}", Range(0, 1)) = 1
_RimShadowMask ("Shadow Mask--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.5
[ToggleUI]_RimBackfaceMask ("Backface Mask--{condition_showS:_RimStyle==2}", Int) = 1
_RimVRParallaxStrength ("VR Parallax Strength--{condition_showS:_RimStyle==2}", Range(0, 1)) = 1
// [ToggleUI]_RimApplyTransparency ("Apply Transparency--{condition_showS:_RimStyle==2}", Int) = 1
_RimDirStrength ("Light direction strength--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0
_RimDirRange ("Direction Light Width--{condition_showS:_RimStyle==2}", Range(-1, 1)) = 0
_RimIndirRange ("Indirection Light Width--{condition_showS:_RimStyle==2}", Range(-1, 1)) = 0
[HDR][Gamma]_RimIndirColor ("Indirection Color--{condition_showS:_RimStyle==2}", Color) = (1,1,1,1)
_RimIndirBorder ("Indirection Border--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.5
_RimIndirBlur ("Indirection Blur--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.1
[ThryToggleUI(true)] _RimShadowToggle (" Light Direction Mask--{ condition_showS:_RimStyle==0}", Float) = 0
[Enum(Shadow Map, 0, Custom, 1)]_RimShadowMaskRampType ("Light Falloff Type--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Int) = 0
[ToggleUI]_RimShadowMaskInvert ("Invert Shadow Mask--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Float) = 0
_RimShadowMaskStrength ("Shadow Mask Strength--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Range(0, 1)) = 1
[MultiSlider]_RimShadowAlpha ("Hide In Shadow--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1&&_RimShadowMaskRampType==1}", Vector) = (0.0, 0.0, 0, 1)
_RimShadowWidth ("Shrink In Shadow--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Range(0, 1)) = 0
[ThryToggleUI(true)] _RimHueShiftEnabled (" Hue Shift", Float) = 0
_RimHueShiftSpeed ("Shift Speed--{condition_showS:(_RimHueShiftEnabled==1)}", Float) = 0
_RimHueShift ("Hue Shift--{condition_showS:(_RimHueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] m_start_RimAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1&&_RimStyle==0}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimWidthBand ("Width Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRimWidthAdd ("Width Add", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimEmissionBand ("Emission Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRimEmissionAdd ("Emission Add", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimBrightnessBand ("Brightness Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRimBrightnessAdd ("Brightness Add", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_RimAudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_rim1LightOptions ("Rim Lighting", Float) = 0
//endex
// Second Rim Lighting
//ifex _EnableRim2Lighting==0
[HideInInspector] m_start_rim2LightOptions ("Rim Lighting 2--{reference_property:_EnableRim2Lighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_RIM2)]_EnableRim2Lighting ("Enable Rim2 Lighting", Float) = 0
[KeywordEnum(Poiyomi, UTS2, LilToon)] _Rim2Style ("Style", Float) = 0
[sRGBWarning(true)]_Rim2Tex ("Rim Texture--{reference_properties:[_Rim2TexPan, _Rim2TexUV], condition_showS:_Rim2Style==0}", 2D) = "white" { }
[HideInInspector][Vector2]_Rim2TexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Rim2TexUV ("UV", Int) = 0
[sRGBWarning]_Rim2Mask ("Rim Mask--{reference_properties:[_Rim2MaskPan, _Rim2MaskUV, _Rim2MaskChannel], condition_showS:_Rim2Style==0}", 2D) = "white" { }
[HideInInspector][Vector2]_Rim2MaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Rim2MaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Rim2MaskChannel ("Channel", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Rim2GlobalMask ("Global Mask--{reference_property:_Rim2GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Rim2GlobalMaskBlendType ("Blending", Int) = 2
_Is_NormalMapToRim2Light ("Normal Strength", Range(0, 1)) = 1
[ToggleUI]_Rim2LightingInvert ("Invert Rim Lighting--{ condition_showS:_Rim2Style==0}", Float) = 0
_Rim2LightColor ("Rim Color--{condition_showS:_Rim2Style==0||_Rim2Style==1,reference_property:_Rim2LightColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Rim2LightColorThemeIndex ("", Int) = 0
_Rim2Width ("Rim Width--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 0.8
_Rim2Sharpness ("Rim Sharpness--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = .25
_Rim2Power ("Rim Power--{ condition_showS:_Rim2Style==0}", Range(0, 10)) = 1
_Rim2Strength ("Rim Emission--{ condition_showS:_Rim2Style==0}", Range(0, 20)) = 0
_Rim2BaseColorMix ("Mix Base Color--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 0
[ThryWideEnum(Add, 0, Replace, 1, Multiply, 2, Mixed, 3)] _Rim2BlendMode ("Blend Mode--{ condition_showS:_Rim2Style==0}", Int) = 0
_Rim2Brightness ("Brightness--{ condition_showS:_Rim2Style==0}", Range(0, 10)) = 1
_Rim2BlendStrength ("Blend Strength--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 1
[ThryToggle(false)] _Rim2Clamp ("Clamp Intensity", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Rim2ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Rim2ApplyGlobalMaskBlendType,condition_showS:_Rim2Style==0}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Rim2ApplyGlobalMaskBlendType ("Blending", Int) = 2
// UTS2
[sRGBWarning]_Set_Rim2LightMask ("Set_RimLightMask--{ condition_showS:_Rim2Style==1}", 2D) = "white" { }
_Tweak_Rim2LightMaskLevel ("Tweak_RimLightMaskLevel--{ condition_showS:_Rim2Style==1}", Range(-1, 1)) = 0
_Is_LightColor_Rim2Light ("Mix Light Color--{ condition_showS:_Rim2Style==1}", Range(0, 1)) = 1
_Rim2Light_Power ("Rim Power--{ condition_showS:_Rim2Style==1}", Range(0, 1)) = 0.1
_Rim2Light_InsideMask ("Inside Mask--{ condition_showS:_Rim2Style==1}", Range(0.0001, 1)) = 0.0001
[Toggle(_)] _Rim2Light_FeatherOff ("Feather Off--{ condition_showS:_Rim2Style==1}", Float) = 0
[ThryToggleUI(true)] _LightDirection_MaskOn2 (" Light Direction Mask--{ condition_showS:_Rim2Style==1}", Float) = 0
_Tweak_LightDirection_MaskLevel2 ("Light Dir Mask Level--{ condition_showS:_LightDirection_MaskOn2==1&&_Rim2Style==1}", Range(0, 0.5)) = 0
[ThryToggleUI(true)] _Add_Antipodean_Rim2Light (" Antipodean(Ap) Rim--{ condition_showS:_LightDirection_MaskOn2==1&&_Rim2Style==1}", Float) = 0
_Is_LightColor_Ap_Rim2Light ("Ap Light Color Mix--{ condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Range(0, 1)) = 1
_Ap_Rim2LightColor ("Ap Color--{reference_property:_Rim2ApColorThemeIndex, condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Rim2ApColorThemeIndex ("", Int) = 0
_Ap_Rim2Light_Power ("Ap Power--{ condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Range(0, 1)) = 0.1
[Toggle(_)] _Ap_Rim2Light_FeatherOff ("Ap Feather Off--{ condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Float) = 0
// Liltoon
[HDR][Gamma]_Rim2Color ("Rim Color--{condition_showS:_Rim2Style==2,reference_property:_Rim2LightColorThemeIndex}", Color) = (0.66,0.5,0.48,1)
[sRGBWarning(true)] _Rim2ColorTex ("Texture--{condition_showS:_Rim2Style==2,reference_properties:[_Rim2ColorTexPan, _Rim2ColorTexUV]}", 2D) = "white" {}
[HideInInspector][Vector2] _Rim2ColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Rim2ColorTexUV ("UV", Int) = 0
_Rim2MainStrength ("Main Color Blend--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0
_Rim2NormalStrength ("Normal Strength--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 1.0
_Rim2Border ("Border--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.5
_Rim2Blur ("Blur--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.65
[PowerSlider(3.0)]_Rim2FresnelPower ("Fresnel Power--{condition_showS:_Rim2Style==2}", Range(0.01, 50)) = 3.5
_Rim2EnableLighting ("Enable Lighting--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 1
_Rim2ShadowMask ("Shadow Mask--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.5
[ToggleUI]_Rim2BackfaceMask ("Backface Mask--{condition_showS:_Rim2Style==2}", Int) = 1
_Rim2VRParallaxStrength ("VR Parallax Strength--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 1
// [ToggleUI]_Rim2ApplyTransparency ("Apply Transparency--{condition_showS:_Rim2Style==2}", Int) = 1
_Rim2DirStrength ("Light direction strength--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0
_Rim2DirRange ("Direction Light Width--{condition_showS:_Rim2Style==2}", Range(-1, 1)) = 0
_Rim2IndirRange ("Indirection Light Width--{condition_showS:_Rim2Style==2}", Range(-1, 1)) = 0
[HDR][Gamma]_Rim2IndirColor ("Indirection Color--{condition_showS:_Rim2Style==2}", Color) = (1,1,1,1)
_Rim2IndirBorder ("Indirection Border--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.5
_Rim2IndirBlur ("Indirection Blur--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.1
[ThryToggleUI(true)] _Rim2ShadowToggle (" Light Direction Mask--{ condition_showS:_Rim2Style==0}", Float) = 0
[Enum(Shadow Map, 0, Custom, 1)]_Rim2ShadowMaskRampType ("Light Falloff Type--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Int) = 0
[ToggleUI]_Rim2ShadowMaskInvert ("Invert Shadow Mask--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Float) = 0
_Rim2ShadowMaskStrength ("Shadow Mask Strength--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Range(0, 1)) = 1
[MultiSlider]_Rim2ShadowAlpha ("Hide In Shadow--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1&&_Rim2ShadowMaskRampType==1}", Vector) = (0.0, 0.0, 0, 1)
_Rim2ShadowWidth ("Shrink In Shadow--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Range(0, 1)) = 0
[ThryToggleUI(true)] _Rim2HueShiftEnabled (" Hue Shift", Float) = 0
_Rim2HueShiftSpeed ("Shift Speed--{condition_showS:(_Rim2HueShiftEnabled==1)}", Float) = 0
_Rim2HueShift ("Hue Shift--{condition_showS:(_Rim2HueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] m_start_Rim2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1&&_Rim2Style==0}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRim2WidthBand ("Width Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRim2WidthAdd ("Width Add", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRim2EmissionBand ("Emission Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRim2EmissionAdd ("Emission Add", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRim2BrightnessBand ("Brightness Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRim2BrightnessAdd ("Brightness Add", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_Rim2AudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_rim2LightOptions ("Rim2 Lighting", Float) = 0
//endex
[HideInInspector] m_end_rimLightOptions ("Rim Lighting", Float) = 0
//endex
//ifex _EnableDepthRimLighting==0
[HideInInspector] m_start_depthRimLightOptions ("Depth Rim Lighting--{reference_property:_EnableDepthRimLighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/depth-rim-lighting},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_POI_DEPTH_RIMLIGHT)]_EnableDepthRimLighting ("", Float) = 0
[Enum(vertex, 0, pixel, 1)] _DepthRimNormalToUse ("Normal To Use", Int) = 1
[ThryWideEnum(Two Samples, 0, Ten Samples, 1)] _DepthRimType ("Rim Type", Int) = 0
_DepthRimWidth ("Width", Range(0, 1)) = .2
_DepthRimSharpness ("Depth", Range(0, 1)) = .2
[ToggleUI]_DepthRimHideInShadow ("Hide In Shadow", Float) = 0
[Space][ThryHeaderLabel(Color and Blending, 13)]
_DepthRimMixBaseColor ("Use Base Color", Range(0, 1)) = 0
_DepthRimMixLightColor ("Light Color Mix", Range(0, 1)) = 0
_DepthRimColor ("Rim Color--{reference_property:_DepthRimColorThemeIndex}", Color) = (1, 1, 1, 1)
_DepthRimBrightness ("Color Brightness", Range(0, 10)) = 1
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DepthRimColorThemeIndex ("", Int) = 0
_DepthRimEmission ("Emission", Range(0, 20)) = 0
_DepthRimReplace ("Replace", Range(0, 1)) = 0
_DepthRimAdd ("Add", Range(0, 1)) = 0
_DepthRimMultiply ("Multiply", Range(0, 1)) = 0
_DepthRimAdditiveLighting ("Add to Light", Range(0, 1)) = 0
[HideInInspector] m_end_depthRimLightOptions ("Rim Lighting", Float) = 0
//endex
//ifex _SubsurfaceScattering==0
[HideInInspector] m_start_subsurfaceScattering ("Subsurface Scattering--{reference_property:_SubsurfaceScattering}}", Float) = 0
[HideInInspector][ThryToggle(POI_SUBSURFACESCATTERING)]_SubsurfaceScattering ("Enable", Float) = 0
_SSSColor ("Subsurface Color", Color) = (1, 0, 0, 1)
[sRGBWarning]_SSSThicknessMap ("Thickness Map--{reference_properties:[_SSSThicknessMapPan, _SSSThicknessMapUV, _SSSThicknessMapChannel]}", 2D) = "black" { }
[HideInInspector][Vector2]_SSSThicknessMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _SSSThicknessMapUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)] _SSSThicknessMapChannel ("Channel", Int) = 0
_SSSThicknessMod ("Thickness mod", Range(-1, 1)) = 0
_SSSStrength ("Light Strength", Range(0, 1)) = 0.25
_SSSSpread ("Light Spread", Range(1, 100)) = 5
_SSSDistortion ("Light Distortion", Range(0, 1)) = 1
[HideInInspector] m_end_subsurfaceScattering ("", Float) = 0
//endex
//ifex _MochieBRDF==0
[HideInInspector] m_start_brdf ("Reflections & Specular--{reference_property:_MochieBRDF,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/reflections-and-specular},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(MOCHIE_PBR)]_MochieBRDF ("Enable", Float) = 0
_MochieReflectionStrength ("Reflection Strength", Range(0, 1)) = 1
_MochieSpecularStrength ("Specular Strength", Range(0, 1)) = 1
_MochieMetallicMultiplier ("Metallic", Range(0, 1)) = 0
_MochieRoughnessMultiplier ("Smoothness", Range(0, 1)) = 1
_MochieReflectionTint ("Reflection Tint--{reference_property:_MochieReflectionTintThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _MochieReflectionTintThemeIndex ("", Int) = 0
_MochieSpecularTint ("Specular Tint--{reference_property:_MochieSpecularTintThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _MochieSpecularTintThemeIndex ("", Int) = 0
[Space(8)]
[sRGBWarning][ThryRGBAPacker(R Metallic Map, G Smoothness Map, B Reflection Mask, A Specular Mask)]_MochieMetallicMaps ("Maps [Expand]--{reference_properties:[_MochieMetallicMapsPan, _MochieMetallicMapsUV, _MochieMetallicMapsMetallicChannel, _MochieMetallicMapsRoughnessChannel, _MochieMetallicMapsReflectionMaskChannel, _MochieMetallicMapsSpecularMaskChannel, _MochieMetallicMapInvert, _MochieRoughnessMapInvert, _MochieReflectionMaskInvert, _MochieSpecularMaskInvert, _MochieMetallicMapsStochastic]}", 2D) = "white" { }
[HideInInspector][Vector2]_MochieMetallicMapsPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_MochieMetallicMapsUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_MochieMetallicMapsMetallicChannel ("Metallic Channel", Float) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_MochieMetallicMapsRoughnessChannel ("Smoothness Channel", Float) = 1
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_MochieMetallicMapsReflectionMaskChannel ("Reflection Mask Channel", Float) = 2
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_MochieMetallicMapsSpecularMaskChannel ("Specular Mask Channel", Float) = 3
[HideInInspector][ToggleUI]_MochieMetallicMapInvert ("Invert Metallic", Float) = 0
[HideInInspector][ToggleUI]_MochieRoughnessMapInvert ("Invert Smoothness", Float) = 0
[HideInInspector][ToggleUI]_MochieReflectionMaskInvert ("Invert Reflection Mask", Float) = 0
[HideInInspector][ToggleUI]_MochieSpecularMaskInvert ("Invert Specular Mask", Float) = 0
[HideInInspector][ToggleUI]_MochieMetallicMapsStochastic ("Stochastic Sampling", Float) = 0
[ThryToggleUI(true)]_PBRSplitMaskSample (" Split Mask Sampling", Float) = 0
[VectorLabel(tX, tY, oX, oY)]_PBRMaskScaleTiling ("Tiling/Offset--{condition_showS:(_PBRSplitMaskSample==1)}", Vector) = (1, 1, 0, 0)
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_MochieMetallicMasksUV ("UV--{condition_showS:(_PBRSplitMaskSample==1)}", Int) = 0
[ToggleUI]_PBRSplitMaskStochastic ("Stochastic Sampling--{condition_showS:(_PBRSplitMaskSample==1)}", Float) = 0
[Vector2]_MochieMetallicMasksPan ("Panning--{condition_showS:(_PBRSplitMaskSample==1)}", Vector) = (0, 0, 0, 0)
[ThryToggleUI(true)]_Specular2ndLayer (" 2nd Specular", Float) = 0
_MochieSpecularStrength2 ("Strength--{condition_showS:(_Specular2ndLayer==1)}", Range(0, 1)) = 1
_MochieRoughnessMultiplier2 ("Smoothness--{condition_showS:(_Specular2ndLayer==1)}", Range(0, 1)) = 1
[Space(4)]
[ThryTexture][NoScaleOffset]_MochieReflCube ("Fallback Cubemap", Cube) = "" { }
[ToggleUI]_MochieForceFallback ("Force Fallback", Int) = 0
[ToggleUI]_MochieLitFallback ("Lit Fallback", Float) = 0
[HideInInspector] m_start_brdfadvanced ("Advanced", Float) = 0
[ToggleUI]_IgnoreCastedShadows ("Ignore Casted Shadows", Float) = 0
_PBRNormalSelect ("Pixel Normal Mix", Range(0, 1)) = 1
[PowerSlider(.2)]_RefSpecFresnel ("Fresnel Reflection", Range(0, 1)) = 1
[ThryToggleUI(true)]_MochieGSAAEnabled (" GSAA", Float) = 1
_PoiGSAAVariance ("GSAA Variance", Range(0, 1)) = 0.15
_PoiGSAAThreshold ("GSAA Threshold", Range(0, 1)) = 0.1
[HideInInspector] g_start_BRDFTPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _BRDFTPSDepthEnabled (" TPS Depth Enabled", Float) = 0
_BRDFTPSReflectionMaskStrength ("Reflection Mask Strength--{condition_showS:(_BRDFTPSDepthEnabled==1)}", Range(0, 1)) = 1
_BRDFTPSSpecularMaskStrength ("Specular Mask Strength--{condition_showS:(_BRDFTPSDepthEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_BRDFTPSMaskGroup ("", Float) = 0
[HideInInspector] m_end_brdfadvanced ("", Float) = 0
[HideInInspector] m_start_brdfglobalmask ("Global Mask", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MochieReflectionStrengthGlobalMask ("Reflection Strength--{reference_property:_MochieReflectionStrengthGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _MochieReflectionStrengthGlobalMaskBlendType ("Blending", Int) = 2
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MochieSpecularStrengthGlobalMask ("Specular Strength--{reference_property:_MochieSpecularStrengthGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _MochieSpecularStrengthGlobalMaskBlendType ("Blending", Int) = 2
[HideInInspector] m_end_brdfglobalmask ("", Float) = 0
[HideInInspector] m_end_brdf ("", Float) = 0
//endex
//ifex _ClearCoatBRDF==0
[HideInInspector] m_start_clearCoat ("Clear Coat--{reference_property:_ClearCoatBRDF,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/clear-coat},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_CLEARCOAT)]_ClearCoatBRDF ("Enable", Float) = 0
_ClearCoatStrength ("ClearCoat Strength", Range(0, 1)) = 1
_ClearCoatSmoothness ("Smoothness", Range(0, 1)) = 1
_ClearCoatReflectionStrength ("Reflections Strength", Range(0, 1)) = 1
_ClearCoatSpecularStrength ("Specular Strength", Range(0, 1)) = 1
_ClearCoatReflectionTint ("Reflection Tint--{reference_property:_ClearCoatReflectionTintThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ClearCoatReflectionTintThemeIndex ("", Int) = 0
_ClearCoatSpecularTint ("Specular Tint--{reference_property:_ClearCoatSpecularTintThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ClearCoatSpecularTintThemeIndex ("", Int) = 0
[Space(8)]
[sRGBWarning][ThryRGBAPacker(ClearCoat Mask, Smoothness Map, Reflection Mask, Specular Mask)]_ClearCoatMaps ("Maps [Expand]--{reference_properties:[_ClearCoatMapsPan, _ClearCoatMapsUV, _ClearCoatMaskInvert, _ClearCoatSmoothnessMapInvert, _ClearCoatReflectionMaskInvert, _ClearCoatSpecularMaskInvert, _ClearCoatMapsStochastic]}", 2D) = "white" { }
[HideInInspector][Vector2]_ClearCoatMapsPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_ClearCoatMapsUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_ClearCoatMaskInvert ("Invert ClearCoat Mask", Float) = 0
[HideInInspector][ToggleUI]_ClearCoatSmoothnessMapInvert ("Invert Smoothness", Float) = 0
[HideInInspector][ToggleUI]_ClearCoatReflectionMaskInvert ("Invert Reflection Mask", Float) = 0
[HideInInspector][ToggleUI]_ClearCoatSpecularMaskInvert ("Invert Specular Mask", Float) = 0
[HideInInspector][ToggleUI]_ClearCoatMapsStochastic ("Stochastic Sampling", Float) = 0
[Space(4)]
[ThryTexture][NoScaleOffset]_ClearCoatFallback ("Fallback Cubemap", Cube) = "" { }
[ToggleUI]_ClearCoatForceFallback ("Force Fallback", Int) = 0
[ToggleUI]_ClearCoatLitFallback ("Lit Fallback", Float) = 0
[HideInInspector] m_start_clearcoatadvanced ("Advanced", Float) = 0
[ToggleUI]_CCIgnoreCastedShadows ("Ignore Casted Shadows", Float) = 0
_ClearCoatNormalSelect ("Pixel Normal Mix", Range(0, 1)) = 0
[PowerSlider(.2)]_ClearcoatFresnel ("Fresnel Reflection", Range(0, 1)) = 1
[ThryToggleUI(true)]_ClearCoatGSAAEnabled (" GSAA", Float) = 1
_ClearCoatGSAAVariance ("GSAA Variance", Range(0, 1)) = 0.15
_ClearCoatGSAAThreshold ("GSAA Threshold", Range(0, 1)) = 0.1
[HideInInspector] g_start_ClearCoatTPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
[ThryToggleUI(true)] _ClearCoatTPSDepthMaskEnabled (" TPS Depth Enabled", Float) = 0
_ClearCoatTPSMaskStrength ("Mask Strength--{condition_showS:(_ClearCoatTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
[HideInInspector] g_end_ClearCoatTPSMaskGroup ("", Float) = 0
[HideInInspector] m_end_clearcoatadvanced ("", Float) = 0
[HideInInspector] m_start_clearcoatglobalmask ("Global Mask", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _ClearCoatReflectionStrengthGlobalMask ("Reflection Strength--{reference_property:_ClearCoatReflectionStrengthGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _ClearCoatReflectionStrengthGlobalMaskBlendType ("Blending", Int) = 2
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _ClearCoatSpecularStrengthGlobalMask ("Specular Strength--{reference_property:_ClearCoatSpecularStrengthGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _ClearCoatSpecularStrengthGlobalMaskBlendType ("Blending", Int) = 2
[HideInInspector] m_end_clearcoatglobalmask ("", Float) = 0
[HideInInspector] m_end_clearCoat ("", Float) = 0
//endex
//ifex _EnableEnvironmentalRim==0
[HideInInspector] m_start_reflectionRim ("Environmental Rim--{reference_property:_EnableEnvironmentalRim,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/environmental-rim},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_ENVIRORIM)]_EnableEnvironmentalRim ("Enable", Float) = 0
[sRGBWarning]_RimEnviroMask ("Mask--{reference_properties:[_RimEnviroMaskPan, _RimEnviroMaskUV, _RimEnviroChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_RimEnviroMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_RimEnviroMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_RimEnviroChannel ("Channel", Float) = 0
_RimEnviroBlur ("Blur", Range(0, 1)) = 0.7
_RimEnviroWidth ("Rim Width", Range(0, 1)) = 0.45
_RimEnviroSharpness ("Rim Sharpness", Range(0, 1)) = 0
_RimEnviroMinBrightness ("Min Brightness Threshold", Range(0, 2)) = 0
_RimEnviroIntensity ("Intensity", Range(0, 1)) = 1
[HideInInspector] m_end_reflectionRim ("", Float) = 0
//endex
//ifex _StylizedSpecular==0
[HideInInspector] m_start_stylizedSpec (" Stylized Specular--{reference_property:_StylizedSpecular,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/stylized-specular},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_STYLIZED_StylizedSpecular)]_StylizedSpecular ("Enable", Float) = 0
[sRGBWarning(true)][ThryTexture]_HighColor_Tex ("Specular Map--{reference_properties:[_HighColor_TexPan, _HighColor_TexUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_HighColor_TexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_HighColor_TexUV ("UV", Int) = 0
_HighColor ("Tint--{reference_property:_HighColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _HighColorThemeIndex ("", Int) = 0
[sRGBWarning]_Set_HighColorMask ("Mask--{reference_properties:[_Set_HighColorMaskPan, _Set_HighColorMaskUV, _Set_HighColorMaskChannel, _Tweak_HighColorMaskLevel]}", 2D) = "white" { }
[HideInInspector][Vector2]_Set_HighColorMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_Set_HighColorMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Set_HighColorMaskChannel ("Channel", Float) = 1
[HideInInspector]_Tweak_HighColorMaskLevel ("Mask Level", Range(-1, 1)) = 0
[ThryWideEnum(Toon, 0, Realistic, 1)]_Is_SpecularToHighColor ("Specular Mode", Float) = 0
[ThryWideEnum(Replace, 0, Add, 1)]_Is_BlendAddToHiColor ("Color Blend Mode", Int) = 0
_StylizedSpecularStrength ("Strength", Float) = 1
[ToggleUI] _UseLightColor ("Use Light Color", Float) = 1
[ToggleUI]_SSIgnoreCastedShadows ("Ignore Casted Shadows", Float) = 0
[Space(8)]
[ThryHeaderLabel(Layer 1, 13)]
_HighColor_Power ("Size", Range(0, 1)) = 0.2
_StylizedSpecularFeather ("Feather--{condition_showS:(_Is_SpecularToHighColor==0)}", Range(0, 1)) = 0
_Layer1Strength ("Strength", Range(0, 1)) = 1
[Space(8)]
[ThryHeaderLabel(Layer 2, 13)]
_Layer2Size ("Size", Range(0, 1)) = 0
_StylizedSpecular2Feather ("Feather--{condition_showS:(_Is_SpecularToHighColor==0)}", Range(0, 1)) = 0
_Layer2Strength ("Strength", Range(0, 1)) = 0
[HideInInspector] m_end_stylizedSpec ("", Float) = 0
//endex
//ifex _BacklightEnabled!=1
[HideInInspector] m_start_backlight ("Backlight--{reference_property:_BacklightEnabled}", Float) = 0
[HideInInspector][ThryToggle(POI_BACKLIGHT)]_BacklightEnabled ("Backlight Enabled", Float) = 0
[HDR][Gamma] _BacklightColor ("Color", Color) = (0.85,0.8,0.7,1.0)
[sRGBWarning(true)] _BacklightColorTex ("Texture--{reference_properties:[_BacklightColorTexPan, _BacklightColorTexUV]}", 2D) = "white" {}
[HideInInspector][Vector2] _BacklightColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _BacklightColorTexUV ("UV", Int) = 0
_BacklightMainStrength ("Main Color Blend", Range(0, 1)) = 0
_BacklightNormalStrength ("Normal Strength", Range(0, 1)) = 1.0
_BacklightBorder ("Border", Range(0, 1)) = 0.35
_BacklightBlur ("Blur", Range(0, 1)) = 0.05
_BacklightDirectivity ("Directivity", Float) = 5.0
_BacklightViewStrength ("View direction strength", Range(0, 1)) = 1
[ToggleUI] _BacklightReceiveShadow ("Receive Shadow", Int) = 1
[ToggleUI] _BacklightBackfaceMask ("Backface Mask", Int) = 1
[HideInInspector] m_end_backlight ("Backlight", Float) = 0
//endex
// Outlines
[HideInInspector] m_OutlineCategory (" Outlines--{reference_property:_EnableOutlines,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/outlines/main},hover:Documentation}}", Float) = 0
// Outline Vertex
[HideInInspector][ToggleUI]_EnableOutlines ("Enable Outlines", float) = 0
[Enum(Basic, 1, Rim Light, 2, Directional, 3, DropShadow, 4)]_OutlineExpansionMode ("Mode", Int) = 1
[Enum(Local, 0, World, 1)]_OutlineSpace ("Space", Int) = 0
_LineWidth ("Outline Size", Float) = 1
[sRGBWarning]_OutlineMask ("Outline Size Mask--{reference_properties:[_OutlineMaskPan, _OutlineMaskUV, _OutlineMaskChannel]}", 2D) = "white" { }
_LineColor ("Color--{reference_property:_LineColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _LineColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_OutlineTexture ("Outline Texture--{reference_properties:[_OutlineTexturePan, _OutlineTextureUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_OutlineTexturePan ("Outline Texture Pan", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _OutlineTextureUV ("UV", Int) = 0
[HideInInspector][Vector2]_OutlineMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _OutlineMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_OutlineMaskChannel ("Channel", Float) = 0
_OutlineTintMix ("MainTex Mixin", Range(0, 1)) = 0
[ToggleUI]_PoiUTSStyleOutlineBlend ("UTS2 style mix", Float) = 0
_OutlineRimLightBlend ("Rim Light Blend--{condition_show:{type:PROPERTY_BOOL,data:_OutlineExpansionMode==2}}", Range(0, 1)) = 0
[Vector2]_OutlinePersonaDirection ("Directional Offset--{condition_show:{type:PROPERTY_BOOL,data:_OutlineExpansionMode==3}}", Vector) = (1, 0, 0, 0)
[Vector3]_OutlineDropShadowOffset ("Drop Direction--{condition_show:{type:PROPERTY_BOOL,data:_OutlineExpansionMode==4}}", Vector) = (1, 0, 0, 0)
_OutlineEmission ("Outline Emission", Range(0, 20)) = 0
[ThryToggleUI(true)]_OutlineLit (" Enable Lighting", Float) = 1
_OutlineShadowStrength ("Shadow Strength--{condition_showS:(_OutlineLit==1)}", Range(0, 1)) = 0
[ThryToggleUI(true)]_OutlineFixedSize (" Fixed Size", Float) = 0
_OutlinesMaxDistance ("Fixed Size Max Distance--{condition_showS:(_OutlineFixedSize==1)}", Float) = 9999
[ThryToggleUI(true)]_OutlineHueShift (" Hue Shift", Float) = 0
_OutlineHueOffset ("Shift--{condition_showS:(_OutlineHueShift==1)}", Range(0, 1)) = 0
_OutlineHueOffsetSpeed ("Shift Speed--{condition_showS:(_OutlineHueShift==1)}", Float) = 0
[ThryToggleUI(true)] _OutlineAlphaDistanceFade (" Distance Alpha", Float) = 0
[Enum(Object Position, 0, Pixel Position, 1)] _OutlineAlphaDistanceFadeType ("Pos To Use--{condition_showS:(_OutlineAlphaDistanceFade==1)}", Int) = 1
_OutlineAlphaDistanceFadeMinAlpha ("Min Distance Alpha--{condition_showS:(_OutlineAlphaDistanceFade==1)}", Range(0, 1)) = 0
_OutlineAlphaDistanceFadeMaxAlpha ("Max Distance Alpha--{condition_showS:(_OutlineAlphaDistanceFade==1)}", Range(0, 1)) = 1
_OutlineAlphaDistanceFadeMin ("Min Distance--{condition_showS:(_OutlineAlphaDistanceFade==1)}", Float) = 0
_OutlineAlphaDistanceFadeMax ("Max Distance--{condition_showS:(_OutlineAlphaDistanceFade==1)}", Float) = 0
[HideInInspector] m_start_outlineAdvanced ("Advanced", Float) = 0
[ToggleUI]_OutlineUseVertexColorNormals ("Vertex Color Normals", Float) = 0
[Enum(Off, 0, R, 1, G, 2, B, 3, A, 4)]_OutlineVertexColorMask ("Vertex Color Mask", Float) = 0
_OutlineVertexColorMaskStrength ("VC Mask Strength--{condition_showS:(_OutlineVertexColorMask!=0)}", Range(0, 1)) = 1
[ToggleUI]_OutlineClipAtZeroWidth ("Clip 0 Width", Float) = 0
[ToggleUI]_OutlineOverrideAlpha ("Override Base Alpha", Float) = 0
_Offset_Z ("Cam Z Offset", Float) = 0
//[Vector2]_OutlineFadeDistance ("Outline distance Fade", Vector) = (0, 0, 0, 0)
[Enum(UnityEngine.Rendering.CullMode)] _OutlineCull ("Cull", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineZTest ("ZTest", Float) = 4
[HideInInspector] m_end_outlineAdvanced ("Advanced", Float) = 0
[HideInInspector] m_start_OutlineAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkOutlineSizeBand ("Size Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkOutlineSize ("Size Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkOutlineEmissionBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkOutlineEmission ("Emission Mod", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_OutlineAudioLink ("Audio Link", Float) = 0
// Rendering Options
[HideInInspector] m_specialFXCategory ("Special FX", Float) = 0
//ifex _EnableUDIMDiscardOptions==0
// SPECIALFX_PROPERTIES
// UDIM Discard
[HideInInspector] m_start_udimdiscardOptions ("UV Tile Discard--{reference_property:_EnableUDIMDiscardOptions,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/udim-discard},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_UDIMDISCARD)]_EnableUDIMDiscardOptions ("Enable UDIM Discard Options", Float) = 0
[Helpbox(1)]_UDIMDiscardHelpbox ("UV Tile Discard requires special model setup. Place object UVs on different UV Tiles.", Int) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)]_UDIMDiscardUV ("Discard UV", Int) = 0
[Enum(Vertex (Faster), 0, Pixel (Slower), 1)] _UDIMDiscardMode ("Discard Mode", Int) = 0
[ThryMultiFloats(true, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3)] _UDIMDiscardRow3_0("v = 3", Float) = 0
[HideInInspector] _UDIMDiscardRow3_1("", Float) = 0
[HideInInspector] _UDIMDiscardRow3_2("", Float) = 0
[HideInInspector] _UDIMDiscardRow3_3("", Float) = 0
[ThryMultiFloats(true, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3)] _UDIMDiscardRow2_0("v = 2", Float) = 0
[HideInInspector] _UDIMDiscardRow2_1("", Float) = 0
[HideInInspector] _UDIMDiscardRow2_2("", Float) = 0
[HideInInspector] _UDIMDiscardRow2_3("", Float) = 0
[ThryMultiFloats(true, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3)] _UDIMDiscardRow1_0("v = 1", Float) = 0
[HideInInspector] _UDIMDiscardRow1_1("", Float) = 0
[HideInInspector] _UDIMDiscardRow1_2("", Float) = 0
[HideInInspector] _UDIMDiscardRow1_3("", Float) = 0
[ThryMultiFloats(true, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3)] _UDIMDiscardRow0_0("v = 0", Float) = 0
[HideInInspector] _UDIMDiscardRow0_1("", Float) = 0
[HideInInspector] _UDIMDiscardRow0_2("", Float) = 0
[HideInInspector] _UDIMDiscardRow0_3("", Float) = 0
[HideInInspector] m_end_udimdiscardOptions ("UV Tile Discard", Float) = 0
//endex
//ifex _EnableDepthBulge==0
[HideInInspector] m_start_DepthBulge ("Depth Bulge--{reference_property:_EnableDepthBulge}", Float) = 0
[HideInInspector][ThryToggle(POI_DEPTHBULGE)] _EnableDepthBulge ("Bulge", Float) = 0
[Helpbox(1)]_DepthBulgeWarning ("Depth Bulge doesn't write to depth, which can break certain transparent effects like custom fog and raymarching", Int) = 0
_DepthBulgeMask ("Bulge Mask--{reference_properties:[_DepthBulgeMaskUV, _DepthBulgeMaskChannel]}", 2D) = "white" { }
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DepthBulgeMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)] _DepthBulgeMaskChannel ("Channel", Float) = 0
_DepthBulgeFadeLength ("Touch Distance", Range(0, 1.0)) = 0.02
_DepthBulgeHeight ("Bulge Height", Range(-0.2, 0.2)) = 0.02
[HideInInspector] m_end_DepthBulge ("Depth Bulge", Float) = 0
//endex
//ifex _EnableDissolve==0
[HideInInspector] m_start_dissolve ("Dissolve--{reference_property:_EnableDissolve,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/dissolve},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(DISTORT)]_EnableDissolve ("Enable Dissolve", Float) = 0
[Enum(Basic, 1, Point2Point, 2, Spherical, 3, CenterOut, 4)] _DissolveType ("Dissolve Type", Int) = 1
_DissolveEdgeWidth ("Edge Width--{condition_show:_DissolveType!=2}", Range(0, .5)) = 0.025
_DissolveEdgeHardness ("Edge Hardness", Range(0, 1)) = 0.5
_DissolveEdgeColor ("Edge Color--{reference_property:_DissolveEdgeColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DissolveEdgeColorThemeIndex ("", Int) = 0
[sRGBWarning][Gradient]_DissolveEdgeGradient ("Edge Gradient", 2D) = "white" { }
_DissolveEdgeEmission ("Edge Emission", Range(0, 20)) = 0
_DissolveTextureColor ("Dissolved Color--{reference_property:_DissolveTextureColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DissolveTextureColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_DissolveToTexture ("Dissolved Texture--{reference_properties:[_DissolveToTexturePan, _DissolveToTextureUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DissolveToTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DissolveToTextureUV ("UV", Int) = 0
_DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0
[sRGBWarning]_DissolveNoiseTexture ("Dissolve Gradient--{condition_show:_DissolveType==1,reference_properties:[_DissolveNoiseTexturePan, _DissolveNoiseTextureUV, _DissolveInvertNoise]}", 2D) = "white" { }
[HideInInspector][Vector2]_DissolveNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DissolveNoiseTextureUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_DissolveInvertNoise ("Invert", Float) = 0
[sRGBWarning]_DissolveDetailNoise ("Dissolve Noise--{reference_properties:[_DissolveDetailNoisePan, _DissolveDetailNoiseUV, _DissolveInvertDetailNoise]}", 2D) = "black" { }
[HideInInspector][Vector2]_DissolveDetailNoisePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DissolveDetailNoiseUV ("UV", Int) = 0
[HideInInspector][ToggleUI]_DissolveInvertDetailNoise ("Invert", Float) = 0
_DissolveDetailEdgeSmoothing ("Detail Noise Smoothing", Range(0, 1)) = 0
_DissolveDetailStrength ("Dissolve Detail Strength", Range(0, 1)) = 0.1
_DissolveAlpha ("Dissolve Alpha", Range(0, 1)) = 0
[sRGBWarning]_DissolveMask ("Dissolve Mask--{reference_properties:[_DissolveMaskPan, _DissolveMaskUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_DissolveMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DissolveMaskUV ("UV", Int) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _DissolveMaskGlobalMask ("Global Mask--{reference_property:_DissolveMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DissolveMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
[ToggleUI]_DissolveUseVertexColors ("VertexColor.g Mask", Float) = 0
[HideInInspector][ToggleUI]_DissolveMaskInvert ("Invert", Float) = 0
_ContinuousDissolve ("Continuous Dissolve Speed", Float) = 0
[Space(10)]
[ThryToggleUI(true)] _EnableDissolveAudioLink (" Audio Link--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveAlphaBand ("Dissolve Alpha Band--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDissolveAlpha ("Dissolve Alpha Mod--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveDetailBand ("Dissolve Detail Band--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkDissolveDetail ("Dissolve Detail Mod--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
// Spherical Dissolve
[HideInInspector] m_start_SphericalDissolve ("Spherical--{condition_showS:(_DissolveType==3)}", Float) = 0
[Vector3] _SphericalDissolveCenter ("Center Point", Vector) = (0, 0, 0)
_SphericalDissolveRadius ("Radius", Float) = 1.5
[ToggleUI] _SphericalDissolveInvert ("Invert", Float) = 0
[ToggleUI] _SphericalDissolveClamp ("Clamp Dissolve", Float) = 0
[HideInInspector] m_end_SphericalDissolve ("Spherical", Float) = 0
// Point to Point Dissolve
[HideInInspector] m_start_pointToPoint ("Point to Point--{condition_showS:(_DissolveType==2)}", Float) = 0
[Enum(Local, 0, World, 1, Vertex Colors, 2)] _DissolveP2PWorldLocal ("World/Local", Int) = 0
_DissolveP2PEdgeLength ("Edge Length", Float) = 0.1
[Vector3]_DissolveStartPoint ("Start Point", Vector) = (0, -1, 0, 0)
[Vector3]_DissolveEndPoint ("End Point", Vector) = (0, 1, 0, 0)
[ToggleUI]_DissolveP2PClamp ("Clamp Dissolve", Float) = 0
[HideInInspector] m_end_pointToPoint ("Point To Point", Float) = 0
// CenterOut Dissolve
[HideInInspector] m_start_CenterOutDissolve ("CenterOut--{condition_showS:(_DissolveType==4)}", Float) = 0
[Enum(View Direction, 1, Custom Direction, 2, Light Direction, 3)] _CenterOutDissolveMode ("CenterOut Mode", Int) = 1
[Vector3] _CenterOutDissolveDirection ("Custom Direction--{condition_showS:(_CenterOutDissolveMode==2)}", Vector) = (0,0,1,0)
[ToggleUI] _CenterOutDissolveInvert ("Invert", Float) = 0
_CenterOutDissolveNormals ("Use Pixel Normals",Range(0,1)) = 0
_CenterOutDissolvePower ("Power", Range(.1, 5)) = 1
[HideInInspector] m_end_CenterOutDissolve ("CenterOut", Float) = 0
[HideInInspector] m_start_dissolveHueShift ("Hue Shift--{reference_property:_DissolveHueShiftEnabled}", Float) = 0
[HideInInspector][ToggleUI]_DissolveHueShiftEnabled ("Dissolved Enabled", Float) = 0
_DissolveHueShiftSpeed ("Dissolved Speed", Float) = 0
_DissolveHueShift ("Dissolved Shift", Range(0, 1)) = 0
[ToggleUI]_DissolveEdgeHueShiftEnabled ("Edge Enabled", Float) = 0
_DissolveEdgeHueShiftSpeed ("Edge Speed", Float) = 0
_DissolveEdgeHueShift ("Edge Shift", Range(0, 1)) = 0
[HideInInspector] m_end_dissolveHueShift ("Hue Shift", Float) = 0
[HideInInspector] m_start_UVTileDissolve ("UV Tile Dissolve--{reference_property:_UVTileDissolveEnabled}", Float) = 0
[HideInInspector][ToggleUI]_UVTileDissolveEnabled ("Enabled", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)]_UVTileDissolveUV ("UV Tile UV", Int) = 0
[ToggleUI]_UVTileDissolveDiscardAtMax ("Discard Tiles at Max", Float) = 1
[HideInInspector] m_start_UVTileDissolveRow3 ("Row 3 Alpha", Float) = 0
_UVTileDissolveAlpha_Row3_0 ("Row 3 Column 0", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row3_1 ("Row 3 Column 1", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row3_2 ("Row 3 Column 2", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row3_3 ("Row 3 Column 3", Range(-1, 1)) = 0
[HideInInspector] m_end_UVTileDissolveRow3 ("Row 3", Float) = 0
[HideInInspector] m_start_UVTileDissolveRow2 ("Row 2 Alpha", Float) = 0
_UVTileDissolveAlpha_Row2_0 ("Row 2 Column 0", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row2_1 ("Row 2 Column 1", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row2_2 ("Row 2 Column 2", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row2_3 ("Row 2 Column 3", Range(-1, 1)) = 0
[HideInInspector] m_end_UVTileDissolveRow2 ("Row 2", Float) = 0
[HideInInspector] m_start_UVTileDissolveRow1 ("Row 1 Alpha", Float) = 0
_UVTileDissolveAlpha_Row1_0 ("Row 1 Column 0", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row1_1 ("Row 1 Column 1", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row1_2 ("Row 1 Column 2", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row1_3 ("Row 1 Column 3", Range(-1, 1)) = 0
[HideInInspector] m_end_UVTileDissolveRow1 ("Row 1", Float) = 0
[HideInInspector] m_start_UVTileDissolveRow0 ("Row 0 Alpha", Float) = 0
_UVTileDissolveAlpha_Row0_0 ("Row 0 Column 0", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row0_1 ("Row 0 Column 1", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row0_2 ("Row 0 Column 2", Range(-1, 1)) = 0
_UVTileDissolveAlpha_Row0_3 ("Row 0 Column 3", Range(-1, 1)) = 0
[HideInInspector] m_end_UVTileDissolveRow0 ("Row 0", Float) = 0
[HideInInspector] m_end_UVTileDissolve ("UV Tile Dissolve", Float) = 0
// Locked in anim sldiers
[HideInInspector] m_start_BonusSliders ("Locked In Anim Sliders", Float) = 0
_DissolveAlpha0 ("Dissolve Alpha 0", Range(-1, 1)) = 0
_DissolveAlpha1 ("Dissolve Alpha 1", Range(-1, 1)) = 0
_DissolveAlpha2 ("Dissolve Alpha 2", Range(-1, 1)) = 0
_DissolveAlpha3 ("Dissolve Alpha 3", Range(-1, 1)) = 0
_DissolveAlpha4 ("Dissolve Alpha 4", Range(-1, 1)) = 0
_DissolveAlpha5 ("Dissolve Alpha 5", Range(-1, 1)) = 0
_DissolveAlpha6 ("Dissolve Alpha 6", Range(-1, 1)) = 0
_DissolveAlpha7 ("Dissolve Alpha 7", Range(-1, 1)) = 0
_DissolveAlpha8 ("Dissolve Alpha 8", Range(-1, 1)) = 0
_DissolveAlpha9 ("Dissolve Alpha 9", Range(-1, 1)) = 0
[HideInInspector] m_end_BonusSliders ("Locked In Sliders", Float) = 0
[HideInInspector] m_end_dissolve ("Dissolve", Float) = 0
//endex
//ifex _EnableFlipbook==0
[HideInInspector] m_start_flipBook ("Flipbook--{reference_property:_EnableFlipbook,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/flipbook},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_SUNDISK_HIGH_QUALITY)]_EnableFlipbook ("Enable Flipbook", Float) = 0
[ToggleUI]_FlipbookAlphaControlsFinalAlpha ("Flipbook Controls Alpha", Float) = 0
[ToggleUI]_FlipbookIntensityControlsAlpha ("Intensity Controls Alpha", Float) = 0
[ToggleUI]_FlipbookColorReplaces ("Color Replaces Flipbook", Float) = 0
[TextureArray]_FlipbookTexArray ("Texture Array--{reference_properties:[_FlipbookTexArrayPan, _FlipbookTexArrayUV]}", 2DArray) = "" { }
[HideInInspector][Vector2]_FlipbookTexArrayPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _FlipbookTexArrayUV ("UV", Int) = 0
[sRGBWarning]_FlipbookMask ("Mask--{reference_properties:[_FlipbookMaskPan, _FlipbookMaskUV, _FlipbookMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_FlipbookMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _FlipbookMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_FlipbookMaskChannel ("Channel", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _FlipbookMaskGlobalMask ("Global Mask--{reference_property:_FlipbookMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_FlipbookMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_FlipbookColor ("Color & alpha--{reference_property:_FlipbookColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _FlipbookColorThemeIndex ("", Int) = 0
// _FlipbookTotalFrames ("Total Frames", Float) = 1
_FlipbookFPS ("FPS", Float) = 30.0
_FlipbookFrameOffset("+Frame", Float) = 0
[VectorLabel(sX, sY, oX, oY)]_FlipbookScaleOffset ("Scale | Offset", Vector) = (1, 1, 0, 0)
[VectorLabel(L, R, D, U)]_FlipbookSideOffset ("Side Offset", Vector) = (0, 0, 0, 0)
[ToggleUI]_FlipbookTiled ("Tiled", Float) = 0
_FlipbookEmissionStrength ("Emission Strength", Range(0, 20)) = 0
_FlipbookRotation ("Rotation", Range(0, 360)) = 0
_FlipbookRotationSpeed ("Rotation Speed", Float) = 0
_FlipbookReplace ("Replace", Range(0, 1)) = 1
_FlipbookMultiply ("Multiply", Range(0, 1)) = 0
_FlipbookAdd ("Add", Range(0, 1)) = 0
// Flipbook Manual Control
[ThryToggleUI(true)]_FlipbookManualFrameControl (" Manual Frame Control", Float) = 0
_FlipbookCurrentFrame ("Current Frame--{ condition_showS:_FlipbookManualFrameControl==1}", Float) = 0
[ThryToggleUI(true)]_FlipbookStartAndEnd (" Start and End Frames", Float) = 0
_FlipbookStartFrame ("Start Frame--{ condition_showS:_FlipbookStartAndEnd==1}", Float) = 0
_FlipbookEndFrame ("End Frame--{ condition_showS:_FlipbookStartAndEnd==1}", Float) = 0
[ThryToggleUI(true)]_FlipbookCrossfadeEnabled (" Crossfade", Float) = 0
[MultiSlider]_FlipbookCrossfadeRange ("Fade Range--{ condition_showS:_FlipbookCrossfadeEnabled==1}", Vector) = (0.75, 1, 0, 1)
[ThryToggleUI(true)]_FlipbookHueShiftEnabled (" Hue Shift", Float) = 0
_FlipbookHueShiftSpeed ("Shift Speed--{ condition_showS:_FlipbookHueShiftEnabled==1}", Float) = 0
_FlipbookHueShift ("Hue Shift--{ condition_showS:_FlipbookHueShiftEnabled==1}", Range(0, 1)) = 0
//Flipbook audio link
[HideInInspector] m_start_FlipbookAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookScaleBand ("Scale Band", Int) = 0
_AudioLinkFlipbookScale ("Scale Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookAlphaBand ("Alpha Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkFlipbookAlpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookEmissionBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkFlipbookEmission ("Emission Mod", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookFrameBand ("Frame Band", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkFlipbookFrame ("Frame control", Vector) = (0, 0, 0, 0)
[Space(7)]
[ToggleUI]_FlipbookChronotensityEnabled ("Chronotensity", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _FlipbookChronotensityBand ("Chrono Band--{ condition_showS:_FlipbookChronotensityEnabled==1}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_FlipbookChronoType ("Chrono Type--{ condition_showS:_FlipbookChronotensityEnabled==1}", Int) = 0
_FlipbookChronotensitySpeed ("Chrono Speed--{ condition_showS:_FlipbookChronotensityEnabled==1}", Float) = 0
[HideInInspector] m_end_FlipbookAudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_flipBook ("Flipbook", Float) = 0
//endex
//ifex _EnableEmission==0
//Emission 1
[HideInInspector] m_start_emissionOptions ("Emission 0--{reference_property:_EnableEmission,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/emission},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_EMISSION)]_EnableEmission ("Enable Emission", Float) = 0
[ToggleUI]_EmissionReplace0 ("Replace Base Color", Float) = 0
[HDR]_EmissionColor ("Emission Color--{reference_property:_EmissionColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _EmissionColorThemeIndex ("", Int) = 0
[sRGBWarning(true)][Gradient]_EmissionMap ("Emission Map--{reference_properties:[_EmissionMapPan, _EmissionMapUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMapUV ("UV", Int) = 0
[ToggleUI]_EmissionBaseColorAsMap ("Base Color as Map", Float) = 0
[sRGBWarning]_EmissionMask ("Emission Mask--{reference_properties:[_EmissionMaskPan, _EmissionMaskUV, _EmissionMaskChannel, _EmissionMaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_EmissionMaskChannel ("Channel", Float) = 0
[ToggleUI]_EmissionMaskInvert ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _EmissionMask0GlobalMask ("Global Mask--{reference_property:_EmissionMask0GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_EmissionMask0GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_EmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Space(4)]
[ThryToggleUI(true)]_EmissionHueShiftEnabled (" Hue Shift", Float) = 0
_EmissionHueShift ("Hue Shift--{condition_showS:(_EmissionHueShiftEnabled==1)}", Range(0, 1)) = 0
_EmissionHueShiftSpeed ("Hue Shift Speed--{condition_showS:(_EmissionHueShiftEnabled==1)}", Float) = 0
// Center out emission
[Space(4)]
[ThryToggleUI(true)]_EmissionCenterOutEnabled (" Center Out", Float) = 0
_EmissionCenterOutSpeed ("Flow Speed--{condition_showS:(_EmissionCenterOutEnabled==1)}", Float) = 5
// Glow in the dark Emission
[Space(4)]
[ThryToggleUI(true)]_EnableGITDEmission (" Light Based", Float) = 0
[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh ("Lighting Type--{condition_showS:(_EnableGITDEmission==1)}", Int) = 0
_GITDEMinEmissionMultiplier ("Min Emission Multiplier--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 1
_GITDEMaxEmissionMultiplier ("Max Emission Multiplier--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 0
_GITDEMinLight ("Min Lighting--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 0
_GITDEMaxLight ("Max Lighting--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 1
// Blinking Emission
[Space(4)]
[ThryToggleUI(true)]_EmissionBlinkingEnabled (" Blinking", Float) = 0
_EmissiveBlink_Min ("Emissive Blink Min--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 0
_EmissiveBlink_Max ("Emissive Blink Max--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 1
_EmissiveBlink_Velocity ("Emissive Blink Velocity--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 4
_EmissionBlinkingOffset ("Offset--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 0
// Scrolling Emission
[Space(4)]
[ThryToggleUI(true)] _ScrollingEmission (" Scrolling", Float) = 0
[ToggleUI]_EmissionScrollingUseCurve ("Use Curve--{condition_showS:(_ScrollingEmission==1)}", float) = 0
[Curve]_EmissionScrollingCurve ("Curve--{condition_showS:(_ScrollingEmission==1&&_EmissionScrollingUseCurve==1)}", 2D) = "white" { }
[ToggleUI]_EmissionScrollingVertexColor ("VColor as position--{condition_showS:(_ScrollingEmission==1)}", float) = 0
_EmissiveScroll_Direction ("Direction--{condition_showS:(_ScrollingEmission==1)}", Vector) = (0, -10, 0, 0)
_EmissiveScroll_Width ("Width--{condition_showS:(_ScrollingEmission==1)}", Float) = 10
_EmissiveScroll_Velocity ("Velocity--{condition_showS:(_ScrollingEmission==1)}", Float) = 10
_EmissiveScroll_Interval ("Interval--{condition_showS:(_ScrollingEmission==1)}", Float) = 20
_EmissionScrollingOffset ("Offset--{condition_showS:(_ScrollingEmission==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)] _EmissionAL0Enabled (" Audio Link--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL0MultipliersBand ("Emission Multiplier Band--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL0Multipliers ("Emission Multiplier--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Vector) = (1, 1, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL0StrengthBand ("Emission Strength Add Band--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL0StrengthMod ("Emission Strength Add--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission0CenterOutBand ("Center Out Band--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkEmission0CenterOut ("Center Out--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
_AudioLinkEmission0CenterOutSize ("Intensity Threshold--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Range(0, 1)) = 0
_AudioLinkEmission0CenterOutDuration ("Duration--{tooltip:''How much AL history is used. Negative values reverse direction'', condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Range(-1, 1)) = 1
[HideInInspector] m_end_emissionOptions ("", Float) = 0
//endex
//ifex _EnableEmission1==0
// Second Emission
[HideInInspector] m_start_emission1Options ("Emission 1--{reference_property:_EnableEmission1,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/emission},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_EMISSION_1)]_EnableEmission1 ("Enable Emission 2", Float) = 0
[ToggleUI]_EmissionReplace1 ("Replace Base Color", Float) = 0
[HDR]_EmissionColor1 ("Emission Color--{reference_property:_EmissionColor1ThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _EmissionColor1ThemeIndex ("", Int) = 0
[sRGBWarning(true)][Gradient]_EmissionMap1 ("Emission Map--{reference_properties:[_EmissionMap1Pan, _EmissionMap1UV]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMap1Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMap1UV ("UV", Int) = 0
[ToggleUI]_EmissionBaseColorAsMap1 ("Base Color as Map", Float) = 0
[sRGBWarning]_EmissionMask1 ("Emission Mask--{reference_properties:[_EmissionMask1Pan, _EmissionMask1UV, _EmissionMask1Channel, _EmissionMaskInvert1]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMask1Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMask1UV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_EmissionMask1Channel ("Channel", Float) = 0
[ToggleUI]_EmissionMaskInvert1 ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _EmissionMask1GlobalMask ("Global Mask--{reference_property:_EmissionMask1GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_EmissionMask1GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_EmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
[Space(4)]
[ThryToggleUI(true)]_EmissionHueShiftEnabled1 (" Hue Shift", Float) = 0
_EmissionHueShift1 ("Hue Shift--{condition_showS:(_EmissionHueShiftEnabled1==1)}", Range(0, 1)) = 0
_EmissionHueShiftSpeed1 ("Hue Shift Speed--{condition_showS:(_EmissionHueShiftEnabled1==1)}", Float) = 0
// Second Center Out Enission
[Space(4)]
[ThryToggleUI(true)]_EmissionCenterOutEnabled1 (" Center Out", Float) = 0
_EmissionCenterOutSpeed1 ("Flow Speed--{condition_showS:(_EmissionCenterOutEnabled1==1)}", Float) = 5
// Second Glow In The Dark Emission
[Space(4)]
[ThryToggleUI(true)]_EnableGITDEmission1 (" Light Based", Float) = 0
[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh1 ("Lighting Type--{condition_showS:(_EnableGITDEmission1==1)}", Int) = 0
_GITDEMinEmissionMultiplier1 ("Min Emission Multiplier--{condition_showS:(_EnableGITDEmission1==1)}", Range(0, 1)) = 1
_GITDEMaxEmissionMultiplier1 ("Max Emission Multiplier--{condition_showS:(_EnableGITDEmission1==1)}", Range(0, 1)) = 0
_GITDEMinLight1 ("Min Lighting--{condition_showS:(_EnableGITDEmission1==1)}", Range(0, 1)) = 0
_GITDEMaxLight1 ("Max Lighting--{condition_showS:(_EnableGITDEmission1==1)}", Range(0, 1)) = 1
// Second Blinking Emission
[Space(4)]
[ThryToggleUI(true)]_EmissionBlinkingEnabled1 (" Blinking", Float) = 0
_EmissiveBlink_Min1 ("Emissive Blink Min--{condition_showS:(_EmissionBlinkingEnabled1==1)}", Float) = 0
_EmissiveBlink_Max1 ("Emissive Blink Max--{condition_showS:(_EmissionBlinkingEnabled1==1)}", Float) = 1
_EmissiveBlink_Velocity1 ("Emissive Blink Velocity--{condition_showS:(_EmissionBlinkingEnabled1==1)}", Float) = 4
_EmissionBlinkingOffset1 ("Offset--{condition_showS:(_EmissionBlinkingEnabled1==1)}", Float) = 0
// Second Scrolling Emission
[Space(4)]
[ThryToggleUI(true)] _ScrollingEmission1 (" Scrolling", Float) = 0
[ToggleUI]_EmissionScrollingUseCurve1 ("Use Curve--{condition_showS:(_ScrollingEmission1==1)}", float) = 0
[Curve]_EmissionScrollingCurve1 ("Curve--{condition_showS:(_ScrollingEmission1==1&&_EmissionScrollingUseCurve1==1)}", 2D) = "white" { }
[ToggleUI]_EmissionScrollingVertexColor1 ("VColor as position--{condition_showS:(_ScrollingEmission1==1)}", float) = 0
_EmissiveScroll_Direction1 ("Direction--{condition_showS:(_ScrollingEmission1==1)}", Vector) = (0, -10, 0, 0)
_EmissiveScroll_Width1 ("Width--{condition_showS:(_ScrollingEmission1==1)}", Float) = 10
_EmissiveScroll_Velocity1 ("Velocity--{condition_showS:(_ScrollingEmission1==1)}", Float) = 10
_EmissiveScroll_Interval1 ("Interval--{condition_showS:(_ScrollingEmission1==1)}", Float) = 20
_EmissionScrollingOffset1 ("Offset--{condition_showS:(_ScrollingEmission1==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)] _EmissionAL1Enabled (" Audio Link--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL1MultipliersBand ("Emission Multiplier Band--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL1Multipliers ("Emission Multiplier--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Vector) = (1, 1, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL1StrengthBand ("Emission Strength Add Band--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL1StrengthMod ("Emission Strength Add--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutBand ("Center Out Band--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkEmission1CenterOut ("Center Out--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
_AudioLinkEmission1CenterOutSize ("Intensity Threshold--{ condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Range(0, 1)) = 0
_AudioLinkEmission1CenterOutDuration ("Duration--{tooltip:''How much AL history is used. Negative values reverse direction'', condition_showS:(_EmissionAL1Enabled==1 && _EnableAudioLink==1)}", Range(-1, 1)) = 1
[HideInInspector] m_end_emission1Options ("", Float) = 0
//endex
//ifex _EnableEmission2==0
// Third Emission
[HideInInspector] m_start_emission2Options ("Emission 2--{reference_property:_EnableEmission2,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/emission},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_EMISSION_2)]_EnableEmission2 ("Enable Emission 2", Float) = 0
[ToggleUI]_EmissionReplace2 ("Replace Base Color", Float) = 0
[HDR]_EmissionColor2 ("Emission Color--{reference_property:_EmissionColor2ThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _EmissionColor2ThemeIndex ("", Int) = 0
[Gradient]_EmissionMap2 ("Emission Map--{reference_properties:[_EmissionMap2Pan, _EmissionMap2UV]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMap2Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMap2UV ("UV", Int) = 0
[ToggleUI]_EmissionBaseColorAsMap2 ("Base Color as Map", Float) = 0
[sRGBWarning]_EmissionMask2 ("Emission Mask--{reference_properties:[_EmissionMask2Pan, _EmissionMask2UV, _EmissionMask2Channel, _EmissionMaskInvert2]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMask2Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMask2UV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_EmissionMask2Channel ("Channel", Float) = 0
[ToggleUI]_EmissionMaskInvert2 ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _EmissionMask2GlobalMask ("Global Mask--{reference_property:_EmissionMask2GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_EmissionMask2GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_EmissionStrength2 ("Emission Strength", Range(0, 20)) = 0
[Space(4)]
[ThryToggleUI(true)]_EmissionHueShiftEnabled2 (" Hue Shift", Float) = 0
_EmissionHueShift2 ("Hue Shift--{condition_showS:(_EmissionHueShiftEnabled2==1)}", Range(0, 1)) = 0
_EmissionHueShiftSpeed2 ("Hue Shift Speed--{condition_showS:(_EmissionHueShiftEnabled2==1)}", Float) = 0
// Third Center Out Enission
[Space(4)]
[ThryToggleUI(true)]_EmissionCenterOutEnabled2 (" Center Out", Float) = 0
_EmissionCenterOutSpeed2 ("Flow Speed--{condition_showS:(_EmissionCenterOutEnabled2==1)}", Float) = 5
// Third Glow In The Dark Emission
[Space(4)]
[ThryToggleUI(true)]_EnableGITDEmission2 (" Light Based", Float) = 0
[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh2 ("Lighting Type--{condition_showS:(_EnableGITDEmission2==1)}", Int) = 0
_GITDEMinEmissionMultiplier2 ("Min Emission Multiplier--{condition_showS:(_EnableGITDEmission2==1)}", Range(0, 1)) = 1
_GITDEMaxEmissionMultiplier2 ("Max Emission Multiplier--{condition_showS:(_EnableGITDEmission2==1)}", Range(0, 1)) = 0
_GITDEMinLight2 ("Min Lighting--{condition_showS:(_EnableGITDEmission2==1)}", Range(0, 1)) = 0
_GITDEMaxLight2 ("Max Lighting--{condition_showS:(_EnableGITDEmission2==1)}", Range(0, 1)) = 1
// Third Blinking Emission
[Space(4)]
[ThryToggleUI(true)]_EmissionBlinkingEnabled2 (" Blinking", Float) = 0
_EmissiveBlink_Min2 ("Emissive Blink Min--{condition_showS:(_EmissionBlinkingEnabled2==1)}", Float) = 0
_EmissiveBlink_Max2 ("Emissive Blink Max--{condition_showS:(_EmissionBlinkingEnabled2==1)}", Float) = 1
_EmissiveBlink_Velocity2 ("Emissive Blink Velocity--{condition_showS:(_EmissionBlinkingEnabled2==1)}", Float) = 4
_EmissionBlinkingOffset2 ("Offset--{condition_showS:(_EmissionBlinkingEnabled2==1)}", Float) = 0
// Third Scrolling Emission
[Space(4)]
[ThryToggleUI(true)] _ScrollingEmission2 (" Scrolling", Float) = 0
[ToggleUI]_EmissionScrollingUseCurve2 ("Use Curve--{condition_showS:(_ScrollingEmission2==1)}", float) = 0
[Curve]_EmissionScrollingCurve2 ("Curve--{condition_showS:(_ScrollingEmission1==1&&_EmissionScrollingUseCurve2==1)}", 2D) = "white" { }
[ToggleUI]_EmissionScrollingVertexColor2 ("VColor as position--{condition_showS:(_ScrollingEmission2==1)}", float) = 0
_EmissiveScroll_Direction2 ("Direction--{condition_showS:(_ScrollingEmission2==1)}", Vector) = (0, -10, 0, 0)
_EmissiveScroll_Width2 ("Width--{condition_showS:(_ScrollingEmission2==1)}", Float) = 10
_EmissiveScroll_Velocity2 ("Velocity--{condition_showS:(_ScrollingEmission2==1)}", Float) = 10
_EmissiveScroll_Interval2 ("Interval--{condition_showS:(_ScrollingEmission2==1)}", Float) = 20
_EmissionScrollingOffset2 ("Offset--{condition_showS:(_ScrollingEmission2==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)] _EmissionAL2Enabled (" Audio Link--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL2MultipliersBand ("Emission Multiplier Band--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL2Multipliers ("Emission Multiplier--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Vector) = (1, 1, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL2StrengthBand ("Emission Strength Add Band--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL2StrengthMod ("Emission Strength Add--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission2CenterOutBand ("Center Out Band--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Int) = 0[VectorLabel(Min, Max)] _AudioLinkEmission2CenterOut ("Center Out--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
_AudioLinkEmission2CenterOutSize ("Intensity Threshold--{ condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Range(0, 1)) = 0
_AudioLinkEmission2CenterOutDuration ("Duration--{tooltip:''How much AL history is used. Negative values reverse direction'', condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Range(-1, 1)) = 1
[HideInInspector] m_end_emission2Options ("", Float) = 0
//endex
//ifex _EnableEmission3==0
// Fourth Emission
[HideInInspector] m_start_emission3Options ("Emission 3--{reference_property:_EnableEmission3,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/emission},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_EMISSION_3)]_EnableEmission3 ("Enable Emission 3", Float) = 0
[ToggleUI]_EmissionReplace3 ("Replace Base Color", Float) = 0
[HDR]_EmissionColor3 ("Emission Color--{reference_property:_EmissionColor3ThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _EmissionColor3ThemeIndex ("", Int) = 0
[sRGBWarning(true)][Gradient]_EmissionMap3 ("Emission Map--{reference_properties:[_EmissionMap3Pan, _EmissionMap3UV]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMap3Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMap3UV ("UV", Int) = 0
[ToggleUI]_EmissionBaseColorAsMap3 ("Base Color as Map", Float) = 0
[sRGBWarning]_EmissionMask3 ("Emission Mask--{reference_properties:[_EmissionMask3Pan, _EmissionMask3UV, _EmissionMask3Channel, _EmissionMaskInvert3]}", 2D) = "white" { }
[HideInInspector][Vector2]_EmissionMask3Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _EmissionMask3UV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_EmissionMask3Channel ("Channel", Float) = 0
[ToggleUI]_EmissionMaskInvert3 ("Invert", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _EmissionMask3GlobalMask ("Global Mask--{reference_property:_EmissionMask3GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_EmissionMask3GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_EmissionStrength3 ("Emission Strength", Range(0, 20)) = 0
[Space(4)]
[ThryToggleUI(true)]_EmissionHueShiftEnabled3 (" Hue Shift", Float) = 0
_EmissionHueShift3 ("Hue Shift--{condition_showS:(_EmissionHueShiftEnabled3==1)}", Range(0, 1)) = 0
_EmissionHueShiftSpeed3 ("Hue Shift Speed--{condition_showS:(_EmissionHueShiftEnabled3==1)}", Float) = 0
// Fourth Center Out Enission
[Space(4)]
[ThryToggleUI(true)]_EmissionCenterOutEnabled3 (" Center Out", Float) = 0
_EmissionCenterOutSpeed3 ("Flow Speed--{condition_showS:(_EmissionCenterOutEnabled3==1)}", Float) = 5
// Fourth Glow In The Dark Emission
[Space(4)]
[ThryToggleUI(true)]_EnableGITDEmission3 (" Light Based", Float) = 0
[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh3 ("Lighting Type--{condition_showS:(_EnableGITDEmission3==1)}", Int) = 0
_GITDEMinEmissionMultiplier3 ("Min Emission Multiplier--{condition_showS:(_EnableGITDEmission3==1)}", Range(0, 1)) = 1
_GITDEMaxEmissionMultiplier3 ("Max Emission Multiplier--{condition_showS:(_EnableGITDEmission3==1)}", Range(0, 1)) = 0
_GITDEMinLight3 ("Min Lighting--{condition_showS:(_EnableGITDEmission3==1)}", Range(0, 1)) = 0
_GITDEMaxLight3 ("Max Lighting--{condition_showS:(_EnableGITDEmission3==1)}", Range(0, 1)) = 1
// Fourth Blinking Emission
[Space(4)]
[ThryToggleUI(true)]_EmissionBlinkingEnabled3 (" Blinking", Float) = 0
_EmissiveBlink_Min3 ("Emissive Blink Min--{condition_showS:(_EmissionBlinkingEnabled3==1)}", Float) = 0
_EmissiveBlink_Max3 ("Emissive Blink Max--{condition_showS:(_EmissionBlinkingEnabled3==1)}", Float) = 1
_EmissiveBlink_Velocity3 ("Emissive Blink Velocity--{condition_showS:(_EmissionBlinkingEnabled3==1)}", Float) = 4
_EmissionBlinkingOffset3 ("Offset--{condition_showS:(_EmissionBlinkingEnabled3==1)}", Float) = 0
// Fourth Scrolling Emission
[Space(4)]
[ThryToggleUI(true)] _ScrollingEmission3 (" Scrolling", Float) = 0
[ToggleUI]_EmissionScrollingUseCurve3 ("Use Curve--{condition_showS:(_ScrollingEmission3==1)}", float) = 0
[Curve]_EmissionScrollingCurve3 ("Curve--{condition_showS:(_ScrollingEmission1==1&&_EmissionScrollingUseCurve3==1)}", 2D) = "white" { }
[ToggleUI]_EmissionScrollingVertexColor3 ("VColor as position--{condition_showS:(_ScrollingEmission3==1)}", float) = 0
_EmissiveScroll_Direction3 ("Direction--{condition_showS:(_ScrollingEmission3==1)}", Vector) = (0, -10, 0, 0)
_EmissiveScroll_Width3 ("Width--{condition_showS:(_ScrollingEmission3==1)}", Float) = 10
_EmissiveScroll_Velocity3 ("Velocity--{condition_showS:(_ScrollingEmission3==1)}", Float) = 10
_EmissiveScroll_Interval3 ("Interval--{condition_showS:(_ScrollingEmission3==1)}", Float) = 20
_EmissionScrollingOffset3 ("Offset--{condition_showS:(_ScrollingEmission3==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)] _EmissionAL3Enabled (" Audio Link--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL3MultipliersBand ("Emission Multiplier Band--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL3Multipliers ("Emission Multiplier--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Vector) = (1, 1, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL3StrengthBand ("Emission Strength Add Band--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)]_EmissionAL3StrengthMod ("Emission Strength Add--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission3CenterOutBand ("Center Out Band--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkEmission3CenterOut ("Center Out--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
_AudioLinkEmission3CenterOutSize ("Intensity Threshold--{ condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Range(0, 1)) = 0
_AudioLinkEmission3CenterOutDuration ("Duration--{tooltip:''How much AL history is used. Negative values reverse direction'', condition_showS:(_EmissionAL3Enabled==1 && _EnableAudioLink==1)}", Range(-1, 1)) = 1
[HideInInspector] m_end_emission3Options ("", Float) = 0
//endex
// Glitter
//ifex _GlitterEnable==0
[HideInInspector] m_start_glitter ("Glitter / Sparkle--{reference_property:_GlitterEnable,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/glitter},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_SUNDISK_SIMPLE)]_GlitterEnable ("Enable Glitter", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _GlitterUV ("UV", Int) = 0
[Enum(Angle, 0, Linear Emission, 1, Light Reflections, 2)]_GlitterMode ("Mode", Int) = 0
[Enum(Circle, 0, Square, 1)]_GlitterShape ("Shape", Int) = 0
[Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Mode", Int) = 0
_GlitterUseNormals ("Use Normals", Range(0, 1)) = 0
[HDR]_GlitterColor ("Color--{reference_property:_GlitterColorThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _GlitterColorThemeIndex ("", Int) = 0
_GlitterUseSurfaceColor ("Use Surface Color", Range(0, 1)) = 0
[sRGBWarning(true)]_GlitterColorMap ("Glitter Color Map--{reference_properties:[_GlitterColorMapPan, _GlitterColorMapUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_GlitterColorMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _GlitterColorMapUV ("UV", Int) = 0
[HideInInspector][Vector2]_GlitterPan ("Panning", Vector) = (0, 0, 0, 0)
[sRGBWarning]_GlitterMask ("Glitter Mask--{reference_properties:[_GlitterMaskPan, _GlitterMaskUV, _GlitterMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_GlitterMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _GlitterMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_GlitterMaskChannel ("Channel", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _GlitterMaskGlobalMask ("Global Mask--{reference_property:_GlitterMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_GlitterMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
_GlitterTexture ("Glitter Texture--{reference_properties:[_GlitterTexturePan]}", 2D) = "white" { }
[HideInInspector][Vector2]_GlitterTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[Vector2]_GlitterUVPanning ("Panning Speed", Vector) = (0, 0, 0, 0)
_GlitterTextureRotation ("Rotation Speed", Float) = 0
_GlitterFrequency ("Glitter Density", Float) = 300.0
_GlitterJitter ("Glitter Jitter", Range(0, 1)) = 1.0
_GlitterSpeed ("Glitter Speed", Float) = 10.0
_GlitterSize ("Glitter Size", Range(0, 1)) = .3
_GlitterContrast ("Glitter Contrast--{condition_showS:(_GlitterMode==0||_GlitterMode==2)}", Range(1, 1000)) = 300
_GlitterAngleRange ("Glitter Angle Range--{condition_showS:(_GlitterMode==0||_GlitterMode==2)}", Range(0, 90)) = 90
_GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0
_GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3
_GlitterBias ("Glitter Bias--{condition_show:(_GlitterMode==0)}", Range(0, 1)) = .8
_GlitterHideInShadow ("Hide in shadow", Range(0, 1)) = 0
_GlitterCenterSize ("dim light--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_GlitterMode==1},condition2:{type:PROPERTY_BOOL,data:_GlitterShape==1}}}", Range(0, 1)) = .08
_glitterFrequencyLinearEmissive ("Frequency--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==1}}", Range(0, 100)) = 20
_GlitterJaggyFix ("Jaggy Fix--{condition_show:{type:PROPERTY_BOOL,data:_GlitterShape==1}}", Range(0, .1)) = .0
[Space(10)]
[ThryToggleUI(true)]_GlitterHueShiftEnabled (" Hue Shift", Float) = 0
_GlitterHueShiftSpeed ("Shift Speed--{condition_showS:(_GlitterHueShiftEnabled==1)}", Float) = 0
_GlitterHueShift ("Hue Shift--{condition_showS:(_GlitterHueShiftEnabled==1)}", Range(0, 1)) = 0
[HideInInspector] m_start_GlitterRandomStuff ("Random Stuff", Float) = 0
[ToggleUI]_GlitterRandomColors ("Random Colors", Float) = 0
[MultiSlider]_GlitterMinMaxSaturation ("Saturation Range", Vector) = (0.8, 1, 0, 1)
[MultiSlider]_GlitterMinMaxBrightness ("Brightness Range", Vector) = (0.8, 1, 0, 1)
[ToggleUI]_GlitterRandomSize ("Random Size", Float) = 0
[MultiSlider]_GlitterMinMaxSize ("Size Range", Vector) = (0.1, 0.5, 0, 1)
[ToggleUI]_GlitterRandomRotation ("Random Tex Rotation", Float) = 0
[HideInInspector] m_end_GlitterRandomStuff ("Random Stuff", Float) = 0
[HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0
//endex
//ifex _EnablePathing==0
[HideInInspector] m_start_pathing ("Pathing--{reference_property: _EnablePathing,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/pathing},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_PATHING)] _EnablePathing ("Enable Pathing", Float) = 0
[Enum(Split Channels, 0, Merged Channels, 1)]_PathGradientType ("Gradient Type", Float) = 0
[ToggleUI]_PathingOverrideAlpha ("Override alpha", Float) = 0
//[ThryExternalTextureToolDrawer(Flood Tool, DreadScripts.GradientFlood)]
[sRGBWarning][ThryRGBAPacker(R Path, G Path, B Path, A Path)]_PathingMap ("RGBA Path Map--{reference_properties:[_PathingMapPan, _PathingMapUV]}", 2D) = "white" { }
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_PathingMapUV ("UV", Int) = 0
[HideInInspector][Vector2]_PathingMapPan ("Panning", Vector) = (0, 0, 0, 0)
[sRGBWarning(true)][ThryRGBAPacker(1, RGB Color, A Mask, 1)]_PathingColorMap ("Color & Mask (Expand)--{reference_properties:[_PathingColorMapPan, _PathingColorMapUV]}", 2D) = "white" { }
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_PathingColorMapUV ("UV", Int) = 0
[HideInInspector][Vector2]_PathingColorMapPan ("Panning", Vector) = (0, 0, 0, 0)
[Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeR ("R Path Type", Float) = 0
[Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeG ("G Path Type", Float) = 0
[Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeB ("B Path Type", Float) = 0
[Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeA ("A Path Type", Float) = 0
[HDR]_PathColorR ("R Color--{reference_property:_PathColorRThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _PathColorRThemeIndex ("", Int) = 0
[HDR]_PathColorG ("G Color--{reference_property:_PathColorGThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _PathColorGThemeIndex ("", Int) = 0
[HDR]_PathColorB ("B Color--{reference_property:_PathColorBThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _PathColorBThemeIndex ("", Int) = 0
[HDR]_PathColorA ("A Color--{reference_property:_PathColorAThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _PathColorAThemeIndex ("", Int) = 0
[VectorLabel(R,G,B,A)]_PathEmissionStrength ("Emission Strength", Vector) = (0.0, 0.0, 0.0, 0.0)
[VectorLabel(R,G,B,A)]_PathSoftness ("Softness", Vector) = (1, 1, 1, 1)
[VectorLabel(R,G,B,A)]_PathSpeed ("Speed", Vector) = (1.0, 1.0, 1.0, 1.0)
[VectorLabel(R,G,B,A)]_PathWidth ("Length", Vector) = (0.03, 0.03, 0.03, 0.03)
[Header(Timing Options)]
[VectorLabel(R,G,B,A)]_PathTime ("Manual Timing", Vector) = (-999.0, -999.0, -999.0, -999.0)
[VectorLabel(R,G,B,A)]_PathOffset ("Timing Offset", Vector) = (0.0, 0.0, 0.0, 0.0)
[VectorLabel(R,G,B,A)]_PathSegments ("Path Segments", Vector) = (0.0, 0.0, 0.0, 0.0)
[HideInInspector] m_start_PathAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
// Time Offsets
[ThryToggleUI(true)]_PathALTimeOffset (" Time Offset", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandR ("Band R--{condition_showS:(_PathALTimeOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathTimeOffsetR ("Offset R--{condition_showS:(_PathALTimeOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandG ("Band G--{condition_showS:(_PathALTimeOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathTimeOffsetG ("Offset G--{condition_showS:(_PathALTimeOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandB ("Band B--{condition_showS:(_PathALTimeOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathTimeOffsetB ("Offset B--{condition_showS:(_PathALTimeOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandA ("Band A--{condition_showS:(_PathALTimeOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathTimeOffsetA ("Offset A--{condition_showS:(_PathALTimeOffset==1)}", Vector) = (0, 0, 0)
[Space(4)]
[ThryToggleUI(true)]_PathALEmissionOffset (" Emission Offset", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandR ("Band R--{condition_showS:(_PathALEmissionOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathEmissionAddR ("Offset R--{condition_showS:(_PathALEmissionOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandG ("Band G--{condition_showS:(_PathALEmissionOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathEmissionAddG ("Offset G--{condition_showS:(_PathALEmissionOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandB ("Band B--{condition_showS:(_PathALEmissionOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathEmissionAddB ("Offset B--{condition_showS:(_PathALEmissionOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandA ("Band A--{condition_showS:(_PathALEmissionOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathEmissionAddA ("Offset A--{condition_showS:(_PathALEmissionOffset==1)}", Vector) = (0, 0, 0)
[Space(4)]
[ThryToggleUI(true)]_PathALWidthOffset (" Width Offset", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandR ("Band R--{condition_showS:(_PathALWidthOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathWidthOffsetR ("Offset R--{condition_showS:(_PathALWidthOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandG ("Band G--{condition_showS:(_PathALWidthOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathWidthOffsetG ("Offset G--{condition_showS:(_PathALWidthOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandB ("Band B--{condition_showS:(_PathALWidthOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathWidthOffsetB ("Offset B--{condition_showS:(_PathALWidthOffset==1)}", Vector) = (0, 0, 0)
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandA ("Band A--{condition_showS:(_PathALWidthOffset==1)}", Int) = 0
[VectorLabel(Min, Max)]_AudioLinkPathWidthOffsetA ("Offset A--{condition_showS:(_PathALWidthOffset==1)}", Vector) = (0, 0, 0)
[Space(4)]
[ThryToggleUI(true)]_PathALHistory (" History", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathALHistoryBandR ("R Band--{condition_showS:(_PathALHistory==1)}", Int) = 0
[ToggleUI]_PathALHistoryR ("R History--{condition_showS:(_PathALHistory==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathALHistoryBandG ("G Band--{condition_showS:(_PathALHistory==1)}", Int) = 0
[ToggleUI]_PathALHistoryG ("G History--{condition_showS:(_PathALHistory==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathALHistoryBandB ("B Band--{condition_showS:(_PathALHistory==1)}", Int) = 0
[ToggleUI]_PathALHistoryB ("B History--{condition_showS:(_PathALHistory==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathALHistoryBandA ("A Band--{condition_showS:(_PathALHistory==1)}", Int) = 0
[ToggleUI]_PathALHistoryA ("A History--{condition_showS:(_PathALHistory==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)]_PathALChrono (" Chrono Time", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathChronoBandR ("R Band--{condition_showS:(_PathALChrono==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_PathChronoTypeR ("R Motion Type--{condition_showS:(_PathALChrono==1)}", Int) = 0
_PathChronoSpeedR ("R Speed--{condition_showS:(_PathALChrono==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathChronoBandG ("G Band--{condition_showS:(_PathALChrono==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_PathChronoTypeG ("G Motion Type--{condition_showS:(_PathALChrono==1)}", Int) = 0
_PathChronoSpeedG ("G Speed--{condition_showS:(_PathALChrono==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathChronoBandB ("B Band--{condition_showS:(_PathALChrono==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_PathChronoTypeB ("B Motion Type--{condition_showS:(_PathALChrono==1)}", Int) = 0
_PathChronoSpeedB ("B Speed--{condition_showS:(_PathALChrono==1)}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _PathChronoBandA ("A Band--{condition_showS:(_PathALChrono==1)}", Int) = 0
[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_PathChronoTypeA ("A Motion Type--{condition_showS:(_PathALChrono==1)}", Int) = 0
_PathChronoSpeedA ("A Speed--{condition_showS:(_PathALChrono==1)}", Float) = 0
[Space(4)]
[ThryToggleUI(true)]_PathALAutoCorrelator (" Auto Correlator", Float) = 0
[Enum(Off, 0, On, 1, Mirrored, 2)]_PathALAutoCorrelatorR ("R Type--{condition_showS:(_PathALAutoCorrelator==1)}", Int) = 0
[Enum(Off, 0, On, 1, Mirrored, 2)]_PathALAutoCorrelatorG ("G Type--{condition_showS:(_PathALAutoCorrelator==1)}", Int) = 0
[Enum(Off, 0, On, 1, Mirrored, 2)]_PathALAutoCorrelatorB ("B Type--{condition_showS:(_PathALAutoCorrelator==1)}", Int) = 0
[Enum(Off, 0, On, 1, Mirrored, 2)]_PathALAutoCorrelatorA ("A Type--{condition_showS:(_PathALAutoCorrelator==1)}", Int) = 0
[Space(4)]
[ToggleUI]_PathALCCR ("R Color Chord Strip", Float) = 0
[ToggleUI]_PathALCCG ("G Color Chord Strip", Float) = 0
[ToggleUI]_PathALCCB ("B Color Chord Strip", Float) = 0
[ToggleUI]_PathALCCA ("A Color Chord Strip", Float) = 0
[HideInInspector] m_end_PathAudioLink ("", Float) = 0
[HideInInspector] m_end_pathing ("", Float) = 0
//endex
//ifex _EnableMirrorOptions==0
[HideInInspector] m_start_mirrorOptions ("Mirror/Camera Visibility--{reference_property:_EnableMirrorOptions,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/mirror},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_MIRROR)]_EnableMirrorOptions ("Enable Mirror Options", Float) = 0
[ThryWideEnum(Generic, 0, VRC, 1)] _VisibilityMode ("Mode", Int) = 1
[ThryWideEnum(Show In Both, 0, Show Only In Mirror, 1, Dont Show In Mirror, 2)] _Mirror ("Mirror Visibility--{condition_showS:(_VisibilityMode==0)}", Int) = 0
[ThryToggleUI(True)]_VisibilityVRCRegular ("Normal (Outside Mirror/Camera)--{condition_showS:(_VisibilityMode==1)}", Int) = 1
[ThryToggleUI(True)]_VisibilityVRCMirrorVR ("Mirror (VR)--{condition_showS:(_VisibilityMode==1)}", Int) = 1
[ThryToggleUI(True)]_VisibilityVRCMirrorDesktop ("Mirror (Desktop)--{condition_showS:(_VisibilityMode==1)}", Int) = 1
[ThryToggleUI(True)]_VisibilityVRCCameraVR ("Camera (VR)--{condition_showS:(_VisibilityMode==1)}", Int) = 1
[ThryToggleUI(True)]_VisibilityVRCCameraDesktop ("Camera (Desktop)--{condition_showS:(_VisibilityMode==1)}", Int) = 1
[ThryToggleUI(True)]_VisibilityVRCCameraScreenshot ("Screenshot--{condition_showS:(_VisibilityMode==1)}", Int) = 1
_MirrorColor ("Mirror Tint Color--{reference_property:_MirrorColorThemeIndex}", Color) = (1, 1, 1, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _MirrorColorThemeIndex ("", Int) = 0
[sRGBWarning(true)]_MirrorTexture ("Mirror Texture--{reference_properties:[_MirrorTexturePan, _MirrorTextureUV, _MirrorTextureBlendType]},", 2D) = "white" { }
[HideInInspector][Vector2]_MirrorTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _MirrorTextureUV("UV", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_MirrorTextureBlendType ("Blending", Range(0, 1)) = 0
[HideInInspector] m_end_mirrorOptions ("Mirror", Float) = 0
//endex
//ifex _EnableTouchGlow==0
[HideInInspector] m_start_depthFX ("Depth FX--{reference_property:_EnableTouchGlow}", Float) = 0
[HideInInspector][ThryToggle(GRAIN)]_EnableTouchGlow ("Enable Depth FX", Float) = 0
[Helpbox(1)]_DepthBulgeWarning ("Depth FX doesn't write to depth, which can break certain transparent effects like custom fog and raymarching", Int) = 0
[sRGBWarning]_DepthMask ("Mask--{reference_properties:[_DepthMaskPan, _DepthMaskUV, _DepthMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_DepthMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _DepthMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_DepthMaskChannel ("Channel", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _DepthMaskGlobalMask ("Global Mask--{reference_property:_DepthMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DepthMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
[Space(10)]
[ThryToggleUI(true)]_DepthColorToggle (" Color & Emission", Float) = 0
[ThryWideEnum(Replace, 0, Multiply, 1, Add, 2)] _DepthColorBlendMode ("Blend Type--{condition_showS:(_DepthColorToggle==1)}", Int) = 0
[sRGBWarning(true)]_DepthTexture ("Depth Texture--{reference_properties:[_DepthTexturePan, _DepthTextureUV], condition_showS:(_DepthColorToggle==1)}", 2D) = "white" { }
[HideInInspector][Vector2]_DepthTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7, Depth Gradient, 8)] _DepthTextureUV ("UV", Int) = 0
_DepthColor ("Color--{condition_showS:(_DepthColorToggle==1), reference_property:_DepthColorThemeIndex}", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _DepthColorThemeIndex ("", Int) = 0
_DepthEmissionStrength ("Emission Strength--{condition_showS:(_DepthColorToggle==1)}", Range(0, 20)) = 0
_DepthColorMinDepth ("Min Depth--{condition_showS:(_DepthColorToggle==1)}", Float) = 0
_DepthColorMaxDepth ("Max Depth--{condition_showS:(_DepthColorToggle==1)}", Float) = 1
_DepthColorMinValue ("Min Color Blend--{condition_showS:(_DepthColorToggle==1)}", Range(0, 1)) = 0
_DepthColorMaxValue ("Max Color Blend--{condition_showS:(_DepthColorToggle==1)}", Range(0, 1)) = 1
[Space(10)]
[ThryToggleUI(true)]_DepthAlphaToggle (" Alpha", Float) = 0
_DepthAlphaMinDepth ("Min Depth--{condition_showS:(_DepthAlphaToggle==1)}", Float) = 0
_DepthAlphaMaxDepth ("Max Depth--{condition_showS:(_DepthAlphaToggle==1)}", Float) = 1
_DepthAlphaMinValue ("Min Alpha--{condition_showS:(_DepthAlphaToggle==1)}", Range(0, 1)) = 1
_DepthAlphaMaxValue ("Max Alpha--{condition_showS:(_DepthAlphaToggle==1)}", Range(0, 1)) = 0
[HideInInspector] m_end_depthFX ("Depth FX", Float) = 0
//endex
//ifex _EnableIridescence==0
[HideInInspector] m_start_Iridescence ("Iridescence--{reference_property:_EnableIridescence,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/iridescence},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_IRIDESCENCE)]_EnableIridescence ("Enable Iridescence", Float) = 0
[sRGBWarning(true)][Gradient]_IridescenceRamp ("Ramp--{reference_properties:[_IridescenceRampPan]}", 2D) = "white" { }
[HideInInspector][Vector2]_IridescenceRampPan ("Panning", Vector) = (0, 0, 0, 0)
[sRGBWarning]_IridescenceMask ("Mask--{reference_properties:[_IridescenceMaskPan, _IridescenceMaskUV, _IridescenceMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_IridescenceMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_IridescenceMaskUV ("Mask UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_IridescenceMaskChannel ("Channel", Float) = 0
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _IridescenceMaskGlobalMask ("Global Mask--{reference_property:_IridescenceMaskGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_IridescenceMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
[ToggleUI]_IridescenceNormalToggle ("Custom Normals", Float) = 0
[Normal]_IridescenceNormalMap ("Normal Map--{reference_properties:[_IridescenceNormalIntensity, _IridescenceNormalMapPan, _IridescenceNormalMapUV]}", 2D) = "bump" { }
[HideInInspector]_IridescenceNormalIntensity ("Normal Intensity", Range(0, 10)) = 1
[HideInInspector][Vector2]_IridescenceNormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_IridescenceNormalMapUV ("Normal UV", Int) = 0
[Enum(Vertex, 0, Pixel, 1)] _IridescenceNormalSelection ("Normal Select", Int) = 1
_IridescenceIntensity ("Intensity", Range(0, 10)) = 1
_IridescenceAddBlend ("Blend Add", Range(0, 1)) = 0
_IridescenceReplaceBlend ("Blend Replace", Range(0, 1)) = 0
_IridescenceMultiplyBlend ("Blend Multiply", Range(0, 1)) = 0
_IridescenceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[ThryToggleUI(true)]_IridescenceHueShiftEnabled (" Hue Shift", Float) = 0
_IridescenceHueShiftSpeed ("Speed--{condition_showS:(_IridescenceHueShiftEnabled==1)}", Float) = 0
_IridescenceHueShift ("Shift--{condition_showS:(_IridescenceHueShiftEnabled==1)}", Range(0, 1)) = 0
// Iridescence Audio Link
[HideInInspector] m_start_IridescenceAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _IridescenceAudioLinkEmissionAddBand ("Emission Band", Int) = 0
[VectorLabel(Min, Max)]_IridescenceAudioLinkEmissionAdd ("Emission Mod", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_IridescenceAudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_Iridescence ("Iridescence", Float) = 0
//endex
//ifex _TextEnabled==0
// MSDF OVERLAY
[HideInInspector] m_start_Text ("Stats Overlay--{reference_property:_TextEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/stats-overlay},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(EFFECT_BUMP)]_TextEnabled ("Text", Float) = 0
[sRGBWarning]_TextGlyphs ("Font Array", 2D) = "black" { }
_TextPixelRange ("Pixel Range", Float) = 4.0
// FPS
[HideInInspector] m_start_TextFPS ("FPS--{reference_property:_TextFPSEnabled}", Float) = 0
[HideInInspector][ToggleUI]_TextFPSEnabled ("FPS Text", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _TextFPSUV ("FPS UV", Int) = 0
_TextFPSColor ("Color--{reference_property:_TextFPSColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _TextFPSColorThemeIndex ("", Int) = 0
_TextFPSEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Vector2]_TextFPSOffset ("Offset", Vector) = (0, 0, 0, 0)
_TextFPSRotation ("Rotation", Range(0, 360)) = 0
[Vector2]_TextFPSScale ("Scale", Vector) = (1, 1, 1, 1)
[VectorLabel(L, D, R, U)]_TextFPSPadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_TextFPS ("FPS", Float) = 0
// POSITION
[HideInInspector] m_start_TextPosition ("Position--{reference_property:_TextPositionEnabled}", Float) = 0
[HideInInspector][ToggleUI]_TextPositionEnabled ("Position Text", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _TextPositionUV ("Position UV", Int) = 0
//[ToggleUI]_TextPositionVertical ("Vertical", Float) = 0
_TextPositionColor ("Color--{reference_property:_TextPositionColorThemeIndex}", Color) = (1, 0, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _TextPositionColorThemeIndex ("", Int) = 0
_TextPositionEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Vector2]_TextPositionOffset ("Offset", Vector) = (0, 0, 0, 0)
_TextPositionRotation ("Rotation", Range(0, 360)) = 0
[Vector2]_TextPositionScale ("Scale", Vector) = (1, 1, 1, 1)
[VectorLabel(L, D, R, U)]_TextPositionPadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_TextPosition ("Position", Float) = 0
// INSTANCE TIME
[HideInInspector] m_start_TextInstanceTime ("Instance Time--{reference_property:_TextTimeEnabled}", Float) = 0
[HideInInspector][ToggleUI]_TextTimeEnabled ("Time Text", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _TextTimeUV ("Time UV", Int) = 0
_TextTimeColor ("Color--{reference_property:_TextTimeColorThemeIndex}", Color) = (1, 0, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _TextTimeColorThemeIndex ("", Int) = 0
_TextTimeEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Vector2]_TextTimeOffset ("Offset", Vector) = (0, 0, 0, 0)
_TextTimeRotation ("Rotation", Range(0, 360)) = 0
[Vector2]_TextTimeScale ("Scale", Vector) = (1, 1, 1, 1)
[VectorLabel(L, D, R, U)]_TextTimePadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_TextInstanceTime ("Instance Time", Float) = 0
// NUMERIC OVERLAY
[HideInInspector] m_start_TextNumeric ("Numeric (WIP)--{reference_property:_TextNumericEnabled}", Float) = 0
[HideInInspector][ToggleUI]_TextNumericEnabled ("Numeric Text", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _TextNumericUV ("Numeric UV", Int) = 0
_TextNumericColor ("Color--{reference_property:_TextNumericColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _TextNumericColorThemeIndex ("", Int) = 0
_TextNumericValue ("Display Value", Float) = 0
_TextNumericWholeDigits ("Whole Digits", Range(0, 4)) = 4
_TextNumericDecimalDigits ("Decimal Digits", Range(0, 4)) = 0
[ToggleUI]_TextNumericTrimZeroes ("Trim Leading Zeroes", Float) = 0
_TextNumericEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Vector2]_TextNumericOffset ("Offset", Vector) = (0, 0, 0, 0)
_TextNumericRotation ("Rotation", Range(0, 360)) = 0
[Vector2]_TextNumericScale ("Scale", Vector) = (1, 1, 1, 1)
[VectorLabel(L, D, R, U)]_TextNumericPadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_TextNumeric ("Numeric", Float) = 0
[HideInInspector] m_end_Text ("MSDF Text Overlay", Float) = 0
//endex
//ifex _FXProximityColor==0
[HideInInspector] m_start_FXProximityColor ("Proximity Color--{reference_property:_FXProximityColor,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/proximity-color},hover:Documentation}}", Float) = 0
[HideInInspector][ToggleUI]_FXProximityColor ("Enable", Float) = 0
[Enum(Object Position, 0, Pixel Position, 1)]_FXProximityColorType ("Pos To Use", Int) = 1
_FXProximityColorMinColor ("Min Distance Alpha", Color) = (0, 0, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _FXProximityColorMinColorThemeIndex ("", Int) = 0
_FXProximityColorMaxColor ("Max Distance Alpha", Color) = (1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _FXProximityColorMaxColorThemeIndex ("", Int) = 0
_FXProximityColorMinDistance ("Min Distance", Float) = 0
_FXProximityColorMaxDistance ("Max Distance", Float) = 1
[ToggleUI]_FXProximityColorBackFace ("Force BackFace Color", Float) = 0
[HideInInspector] m_end_FXProximityColor ("", Float) = 0
//endex
//ifex _PoiInternalParallax==0
[HideInInspector] m_start_internalparallax (" Internal Parallax--{reference_property:_PoiInternalParallax}", Float) = 0
[HideInInspector][ThryToggle(POI_INTERNALPARALLAX)]_PoiInternalParallax ("Enable", Float) = 0
[Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode ("Parallax Mode", Int) = 0
[ToggleUI]_ParallaxInternalHeightFromAlpha ("HeightFromAlpha", Float) = 0
[sRGBWarning(true)][ThryTexture]_ParallaxInternalMap ("Internal Map--{reference_properties:[_ParallaxInternalMapPan]}", 2D) = "black" { }
[HideInInspector][Vector2]_ParallaxInternalMapPan ("Panning", Vector) = (0, 0, 0, 0)
[sRGBWarning][ThryTexture]_ParallaxInternalMapMask ("Mask--{reference_properties:[_ParallaxInternalMapMaskPan, _ParallaxInternalMapMaskUV, _ParallaxInternalMapMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_ParallaxInternalMapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ParallaxInternalMapMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_ParallaxInternalMapMaskChannel ("Channel", Float) = 0
[IntRange]_ParallaxInternalIterations ("Parallax Internal Iterations", Range(1, 50)) = 4
_ParallaxInternalMinDepth ("Min Depth", Float) = 0
_ParallaxInternalMaxDepth ("Max Depth", Float) = 0.1
_ParallaxInternalMinFade ("Min Depth Brightness", Range(0, 5)) = 1.0
_ParallaxInternalMaxFade ("Max Depth Brightness", Range(0, 5)) = 0.1
_ParallaxInternalMinColor ("Min Depth Color", Color) = (1, 1, 1, 1)
_ParallaxInternalMaxColor ("Max Depth Color", Color) = (1, 1, 1, 1)
// [Vector2]_ParallaxInternalPanSpeed ("Pan Speed", Vector) = (0, 0, 0, 0)
[Vector2]_ParallaxInternalPanDepthSpeed ("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0)
[Space(4)]
[ThryToggleUI(true)]_ParallaxInternalHueShiftEnabled (" Hue Shift", Float) = 0
_ParallaxInternalHueShift ("Hue Shift--{condition_showS:(_ParallaxInternalHueShiftEnabled==1)}", Range(0, 1)) = 0
_ParallaxInternalHueShiftSpeed ("Hue Shift Speed--{condition_showS:(_ParallaxInternalHueShiftEnabled==1)}", Float) = 0
_ParallaxInternalHueShiftPerLevel ("Hue Shift Per Level--{condition_showS:(_ParallaxInternalHueShiftEnabled==1)}", Float) = 0
// _ParallaxInternalHueShiftPerLevelSpeed ("Hue Shift Per Level Speed--{condition_showS:(_ParallaxInternalHueShiftEnabled==1)}", Float) = 0
[HideInInspector] m_end_internalparallax ("Internal Parallax", Float) = 0
//endex
//ifex _EnableTruchet!=1
[HideInInspector] m_start_truchet ("Truchet--{reference_property: _EnableTruchet}", Float) = 0
[HideInInspector][ThryToggle(POI_TRUCHET)] _EnableTruchet ("Enable Truchet", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _TruchetUV ("UV", Int) = 0
[ThryWideEnum(Straight, 0, Curved, 1)] _TruchetShape ("Shape", Int) = 1
_TruchetDensity ("Density", Float) = 1
_TruchetThiccness ("Thiccness", Range(0, 1)) = .1
_TruchetColor ("Color", Color) = (1, 1, 1, 1)
_TruchetPan ("Path Pan", Float) = 10
[sRGBWarning(true)]_TruchetTex ("TruchetTex", 2D) = "white" { }
_TruchetAlpha ("Alpha", Range(0, 1)) = 1
_TruchetEmissionStrength ("Emission Strength", Range(0, 20)) = 0
[Vector2]_TruchetTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_truchet ("", Float) = 0
//endex
//ifex _VideoEffectsEnable==0
[HideInInspector] m_start_videoEffects ("Video Effects--{reference_property:_VideoEffectsEnable}", Float) = 0
[HideInInspector][ThryToggle]_VideoEffectsEnable ("Enable VideoEffects", Float) = 0
[Enum(LCD, 0, TN, 1, CRT, 2, OLED, 3, Gameboy, 4, Projector, 5)] _VideoType ("Screen Type", Int) = 3
_VideoBacklight ("Brightness", Range(0, 100)) = 1
[ToggleUI]_VideoEmissionEnabled ("Emission Enabled", Float) = 1
_VideoPixelTexture ("Pixel Texture--{reference_properties:[_VideoPixelTextureUV]}", 2D) = "white" { }
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)]_VideoPixelTextureUV ("UV", Int) = 0
[sRGBWarning]_VideoMaskTexture ("Mask--{reference_properties:[_VideoMaskTexturePan, _VideoMaskTextureUV, _VideoMaskTextureChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_VideoMaskTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_VideoMaskTextureUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_VideoMaskTextureChannel ("Channel", Float) = 0
[HideInInspector] m_start_VideoSettings ("Video Texture Settings", Float) = 0
[Vector2]_VideoResolution ("Resolution", Vector) = (1280, 720, 0, 0)
[ToggleUI]_VideoPixelateToResolution ("Pixelate To Resolution", Float) = 0
// [ToggleUI]_VideoRepeatVideoTexture ("Clamp To UV", Float) = 0
_VideoSaturation ("Saturation", Range(-1, 3)) = 0
_VideoContrast ("Contrast boost", Range(0, 3)) = 0
[HideInInspector] m_end_VideoSettings ("Video Texture Settings", Float) = 0
[HideInInspector] m_start_CRT ("CRT Options--{condition_showS:(_VideoType==2)}", Float) = 0
_VideoCRTRefreshRate ("Refresh Rate", Float) = 24
_VideoCRTPixelEnergizedTime ("Pixel Fade Time", Float) = 1.9
[HideInInspector] m_end_CRT ("CRT Options", Float) = 0
[HideInInspector] m_start_Gameboy ("Gameboy Options--{condition_showS:(_VideoType==4)}", Float) = 0
[sRGBWarning(true)][Gradient]_VideoGameboyRamp ("Color Ramp", 2D) = "white" { }
[HideInInspector] m_end_Gameboy ("Gameboy Options", Float) = 0
[HideInInspector] m_end_videoEffects ("Video Effects", Float) = 0
//endex
// Poi Extras
//ifex _EnableAudioLink==0
[HideInInspector] m_AudioLinkCategory (" Audio Link--{reference_property:_EnableAudioLink}", Float) = 0
[HideInInspector] m_start_audioLink ("Audio Link", Float) = 0
[HideInInspector][ThryToggle(POI_AUDIOLINK)] _EnableAudioLink ("Enabled", Float) = 0
[Helpbox(1)] _AudioLinkHelp ("This section houses the global controls for audio link. Controls for individual features are in their respective sections. (Emission, Dissolve, etc...)", Int) = 0
[ToggleUI] _AudioLinkAnimToggle ("Anim Toggle", Float) = 1
/*
_AudioLinkDelay ("Delay", Range(0, 1)) = 0
[ToggleUI]_AudioLinkCCStripY("CC Strip Y UV", Float) = 0
*/
//[ToggleUI]_AudioLinkAveraging ("Enable averaging", Float) = 0
//_AudioLinkAverageRange ("Average Sampling Range", Range(0, 1)) = .5
[HideInInspector] m_end_audioLink ("Audio Link", Float) = 0
//endex
//ifex _EnableALDecal==0
[HideInInspector] m_start_ALDecalSpectrum ("AL ♫ Spectrum--{ reference_property:_EnableALDecal}", Float) = 0
[HideInInspector][ThryToggle(POI_AL_DECAL)]_EnableALDecal ("Enable AL Decal", Float) = 0
[HideInInspector][ThryWideEnum(lil Spectrum, 0)] _ALDecalType ("AL Type--{ condition_showS:_EnableAudioLink==1}", Int) = 0
[ThryHeaderLabel(Transform, 13)]
[Space(4)]
[Enum(Normal, 0, Circle, 1)] _ALDecalUVMode ("UV Mode", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _ALDecalUV ("UV", Int) = 0
[Vector2]_ALUVPosition ("Position", Vector) = (.5, .5, 1)
_ALUVScale ("Scale", Vector) = (1, 1, 1, 1)
_ALUVRotation ("Rotation", Range(0, 360)) = 0
_ALUVRotationSpeed ("Rotation Speed", Float) = 0
_ALDecalLineWidth ("Line Width", Range(0, 1)) = 1.0
_ALDecaldCircleDimensions ("Cirlce Dimensions--{ condition_showS:_ALDecalUVMode==1}", Vector) = (0, 1, 0, 1)
[Space][ThryHeaderLabel(Volume, 13)]
[Space(4)]
_ALDecalVolumeStep ("Volume Step Num (0 = Off)", Float) = 0.0
_ALDecalVolumeClipMin ("Volume Clip Min", Range(0, 1)) = 0.0
_ALDecalVolumeClipMax ("Volume Clip Max", Range(0, 1)) = 1.0
[Space][ThryHeaderLabel(Band, 13)]
[Space(4)]
_ALDecalBandStep ("Band Step Num (0 = Off)", Float) = 0.0
_ALDecalBandClipMin ("Band Clip Min", Range(0, 1)) = 0.0
_ALDecalBandClipMax ("Band Clip Max", Range(0, 1)) = 1.0
[Space][ThryToggleUI(true)]_ALDecalShapeClip (" Shape Clip", Float) = 0
_ALDecalShapeClipVolumeWidth ("Volume Width--{ condition_showS:_ALDecalShapeClip==1}", Range(0, 1)) = 0.5
_ALDecalShapeClipBandWidth ("Band Width--{ condition_showS:_ALDecalShapeClip==1}", Range(0, 1)) = 0.5
[Space][ThryHeaderLabel(Audio Mods, 13)]
[Space(4)]
_ALDecalVolume ("Volume", Int) = 0.5
_ALDecalBaseBoost ("Bass Boost", Float) = 5.0
_ALDecalTrebleBoost ("Treble Boost", Float) = 1.0
[Space][ThryHeaderLabel(Colors and Blending, 13)]
[Space(4)]
[sRGBWarning(true)][ThryRGBAPacker(1, RGB Color, A Mask, 1)]_ALDecalColorMask ("Color & Mask--{reference_properties:[_ALDecalColorMaskPan, _ALDecalColorMaskUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_ALDecalColorMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _ALDecalColorMaskUV ("UV", Int) = 0
[Enum(UVX, 0, UVY, 1, Volume, 2)] _ALDecalVolumeColorSource ("Source", Int) = 1
_ALDecalVolumeColorLow ("Volume Color Low--{reference_property:_ALDecalVolumeColorLowThemeIndex}", Color) = (0, 0, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ALDecalVolumeColorLowThemeIndex ("", Int) = 0
_ALDecalLowEmission ("Low Emission", Range(0, 20)) = 0
_ALDecalVolumeColorMid ("Volume Color Mid--{reference_property:_ALDecalVolumeColorMidThemeIndex}", Color) = (0, 1, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ALDecalVolumeColorMidThemeIndex ("", Int) = 0
_ALDecalMidEmission ("Mid Emission", Range(0, 20)) = 0
_ALDecalVolumeColorHigh ("Volume Color High--{reference_property:_ALDecalVolumeColorHighThemeIndex}", Color) = (1, 0, 0)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ALDecalVolumeColorHighThemeIndex ("", Int) = 0
_ALDecalHighEmission ("High Emission", Range(0, 20)) = 0
[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_ALDecalBlendType ("Blend Type", Range(0, 1)) = 0
_ALDecalBlendAlpha ("Alpha", Range(0, 1)) = 1
_ALDecalControlsAlpha ("Override Alpha", Range(0, 1)) = 0
[HideInInspector] m_end_ALDecalSpectrum ("AL ♫ Spectrum", Float) = 0
//endex
// Rendering Options
[HideInInspector] m_modifierCategory ("Modifiers", Float) = 0
[HideInInspector] m_start_Stochastic ("Stochastic Sampling", Float) = 0
[KeywordEnum(Deliot Heitz, Hextile, None)] _StochasticMode ("Sampling Mode", Float) = 0
[HideInInspector] g_start_deliot ("Deliot Heitz--{condition_show:{type:PROPERTY_BOOL,data:_StochasticMode==0}}", Float) = 0
_StochasticDeliotHeitzDensity ("Detiling Density", Range(0.1, 10)) = 1
[HideInInspector] g_end_deliot ("Deliot Heitz", Float) = 0
[HideInInspector] g_start_hextile ("Hextile--{condition_show:{type:PROPERTY_BOOL,data:_StochasticMode==1}}", Float) = 0
_StochasticHexGridDensity ("Hex Grid Density", Range(0.1, 10)) = 1
_StochasticHexRotationStrength ("Rotation Strength", Range(0, 2)) = 0
_StochasticHexFallOffContrast("Falloff Contrast", Range(0.01, 0.99)) = 0.6
_StochasticHexFallOffPower("Falloff Power", Range(0, 20)) = 7
[HideInInspector] g_end_hextile ("Hextile", Float) = 0
[HideInInspector] m_end_Stochastic ("Stochastic Sampling", Float) = 0
//ifex _EnableDistortion==0
[HideInInspector] m_start_uvDistortion (" Distortion UV--{reference_property:_EnableDistortion}", Float) = 0
[HideInInspector][ThryToggle(USER_LUT)] _EnableDistortion ("Enabled", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6)] _DistortionUvToDistort ("Distorted UV", Int) = 0
[sRGBWarning]_DistortionMask ("Mask--{reference_properties:[_DistortionMaskPan, _DistortionMaskUV, _DistortionMaskChannel]}", 2D) = "white" { }
[HideInInspector][Vector2]_DistortionMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6)] _DistortionMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_DistortionMaskChannel ("Channel", Float) = 0
[sRGBWarning]_DistortionFlowTexture ("Distortion Texture 1--{reference_properties:[_DistortionFlowTexturePan, _DistortionFlowTextureUV]}", 2D) = "black" { }
[HideInInspector][Vector2]_DistortionFlowTexturePan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6)] _DistortionFlowTextureUV ("UV", Int) = 0
[sRGBWarning]_DistortionFlowTexture1 ("Distortion Texture 2--{reference_properties:[_DistortionFlowTexture1Pan, _DistortionFlowTexture1UV]}", 2D) = "black" { }
[HideInInspector][Vector2]_DistortionFlowTexture1Pan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6)] _DistortionFlowTexture1UV ("UV", Int) = 0
_DistortionStrength ("Strength1", Float) = 0.03
_DistortionStrength1 ("Strength2", Float) = 0.01
[HideInInspector] m_start_DistortionAudioLink ("Audio Link ♫--{reference_property:_EnableDistortionAudioLink, condition_showS:_EnableAudioLink==1}", Float) = 0
[HideInInspector][ToggleUI] _EnableDistortionAudioLink ("Enabled", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrengthAudioLinkBand ("Strength 1 Band", Int) = 0
[VectorLabel(Min, Max)]_DistortionStrengthAudioLink ("Strength 1 Offset Range", Vector) = (0, 0, 0, 0)
[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrength1AudioLinkBand ("Strength 2 Band", Int) = 0
[VectorLabel(Min, Max)]_DistortionStrength1AudioLink ("Strength 2 Offset Range", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_DistortionAudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_uvDistortion ("Distortion UV", Float) = 0
//endex
[HideInInspector] m_start_uvPanosphere ("Panosphere UV", Float) = 0
[ToggleUI] _StereoEnabled ("Stereo Enabled", Float) = 0
[ToggleUI] _PanoUseBothEyes ("Perspective Correct (VR)", Float) = 1
[HideInInspector] m_end_uvPanosphere ("Panosphere UV", Float) = 0
[HideInInspector] m_start_uvPolar ("Polar UV", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5)] _PolarUV ("UV", Int) = 0
[Vector2]_PolarCenter ("Center Coordinate", Vector) = (.5, .5, 0, 0)
_PolarRadialScale ("Radial Scale", Float) = 1
_PolarLengthScale ("Length Scale", Float) = 1
_PolarSpiralPower ("Spiral Power", Float) = 0
[HideInInspector] m_end_uvPolar ("Polar UV", Float) = 0
//ifex _PoiParallax==0
[HideInInspector] m_start_parallax (" Parallax Heightmapping--{reference_property:_PoiParallax}", Float) = 0
[HideInInspector][ThryToggle(POI_PARALLAX)]_PoiParallax ("Enable", Float) = 0
[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_ParallaxUV ("Applies To: ", Int) = 0
[sRGBWarning][ThryTexture]_HeightMap ("Heightmap--{reference_properties:[_HeightMapPan, _HeightMapUV]}", 2D) = "white" { }
[HideInInspector][Vector2]_HeightMapPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_HeightMapUV ("UV", Int) = 0
[sRGBWarning][ThryTexture]_Heightmask ("Mask--{reference_properties:[_HeightmaskPan, _HeightmaskUV, _HeightmaskChannel, _HeightmaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_HeightmaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_HeightmaskChannel ("Channel", Float) = 0
[HideInInspector][ToggleUI]_HeightmaskInvert ("Invert", Float) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_HeightmaskUV ("UV", Int) = 0
_HeightStrength ("Strength", Range(0, 1)) = 0.4247461
//_HeightOffset ("Offset", Range(-1, 1)) = 0
_CurvatureU ("Curvature U", Range(0, 100)) = 0
_CurvatureV ("Curvature V", Range(0, 30)) = 0
[IntRange]_HeightStepsMin ("Steps Min", Range(0, 128)) = 10
[IntRange]_HeightStepsMax ("Steps Max", Range(0, 128)) = 128
_CurvFix ("Curvature Bias", Range(0, 1)) = 1
// [ThryToggle]_ParallaxUV0 ("UV0", Float) = 0
// [ThryToggle]_ParallaxUV1 ("UV1", Float) = 0
// [ThryToggle]_ParallaxUV2 ("UV2", Float) = 0
// [ThryToggle]_ParallaxUV3 ("UV3", Float) = 0
// [ThryToggle]_ParallaxPano ("Panosphere", Float) = 0
// [ThryToggle]_ParallaxWorldPos ("World Pos", Float) = 0
// [ThryToggle]_ParallaxPolar ("Polar", Float) = 0
// [ThryToggle]_ParallaxDist ("Distorted UV", Float) = 0
[HideInInspector] m_end_parallax ("Parallax Heightmapping", Float) = 0
//endex
//ifex _BlackLightMaskingEnabled==0
[HideInInspector] m_start_BlackLightMasking ("BlackLight Masking--{reference_property:_BlackLightMaskingEnabled}", Float) = 0
[HideInInspector][ThryToggle(POI_BLACKLIGHTMASKING)] _BlackLightMaskingEnabled ("BlackLight Masking Enabled", Float) = 0
[ThryHeaderLabel(One, 13)]
_BlackLightMasking0Key ("Key", Float) = 1
[Vector2] _BlackLightMasking0Range ("Range", Vector) = (0.1, 0.5, 0, 0)
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _BlackLightMasking0GlobalMaskIndex ("Apply to Global Mask--{reference_property:_BlackLightMasking0GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_BlackLightMasking0GlobalMaskBlendType ("Blending", Range(0, 1)) = 0
[Space(4)]
[ThryHeaderLabel(Two, 13)]
_BlackLightMasking1Key ("Key", Float) = 2
[Vector2] _BlackLightMasking1Range ("Range", Vector) = (0.1, 0.5, 0, 0)
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _BlackLightMasking1GlobalMaskIndex ("Apply to Global Mask--{reference_property:_BlackLightMasking1GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_BlackLightMasking1GlobalMaskBlendType ("Blending", Range(0, 1)) = 0
[Space(4)]
[ThryHeaderLabel(Three, 13)]
_BlackLightMasking2Key ("Key", Float) = 3
[Vector2] _BlackLightMasking2Range ("Range", Vector) = (0.1, 0.5, 0, 0)
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _BlackLightMasking2GlobalMaskIndex ("Apply to Global Mask--{reference_property:_BlackLightMasking2GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_BlackLightMasking2GlobalMaskBlendType ("Blending", Range(0, 1)) = 0
[Space(4)]
[ThryHeaderLabel(Four, 13)]
_BlackLightMasking3Key ("Key", Float) = 4
[Vector2] _BlackLightMasking3Range ("Range", Vector) = (0.1, 0.5, 0, 0)
[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _BlackLightMasking3GlobalMaskIndex ("Apply to Global Mask--{reference_property:_BlackLightMasking3GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_BlackLightMasking3GlobalMaskBlendType ("Blending", Range(0, 1)) = 0
[HideInInspector] m_end_BlackLightMasking ("BlackLight Masking", Float) = 0
//endex
//ifex _NormalCorrect==0
[HideInInspector] m_start_normalCorrect (" Normal Correct--{reference_property:_NormalCorrect}}", Float) = 0
[HideInInspector][ThryToggle(POI_NORMALCORRECT)]_NormalCorrect ("Enable", Float) = 0
_NormalCorrectAmount ("Normal Correct Amount", Range(0,1)) = 0.9
[Vector3]_NormalCorrectOrigin ("Origin", Vector) = (0,0.4,-0.025)
[HideInInspector] m_end_normalCorrect ("", Float) = 0
//endex
// Rendering Options
[HideInInspector] m_postprocessing ("Post Processing", Float) = 0
[HideInInspector] m_start_PoiLightData ("PP Animations--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/post-processing/pp-animations},hover:Documentation}}", Float) = 0
[Helpbox(1)] _PPHelp ("This section meant for real time adjustments through animations and not to be changed in unity", Int) = 0
_PPLightingMultiplier ("Lighting Mulitplier", Float) = 1
_PPLightingAddition ("Lighting Add", Float) = 0
_PPEmissionMultiplier ("Emission Multiplier", Float) = 1
_PPFinalColorMultiplier ("Final Color Multiplier", Float) = 1
[HideInInspector] m_end_PoiLightData ("PP Animations ", Float) = 0
//ifex _PostProcess==0
[HideInInspector] m_start_postprocess ("Post Processing--{reference_property:_PostProcess,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/post-processing/main},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POSTPROCESS)]_PostProcess ("Enable", Float) = 0
[sRGBWarning][ThryTexture] _PPMask ("Mask--{reference_properties:[_PPMaskPan, _PPMaskUV, _PPMaskChannel, _PPMaskInvert]}", 2D) = "white" { }
[HideInInspector][Vector2]_PPMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_PPMaskChannel ("Channel", Float) = 0
[HideInInspector][ToggleUI]_PPMaskInvert ("Invert", Float) = 0
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)]_PPMaskUV ("UV", Int) = 0
_PPHue ("Hue", Range(0, 1)) = 0
[HDR]_PPTint ("Tint", Color) = (1, 1, 1, 1)
[VectorLabel(R,G,B)]_PPRGB ("RGB", Vector) = (1, 1, 1, 1)
_PPContrast ("Contrast", Float) = 1
_PPSaturation ("Saturation", Float) = 1
_PPBrightness ("Brightness", Float) = 1
_PPLightness ("Lightness", Float) = 0
_PPHDR ("HDR", Float) = 0
[ThryToggleUI(true)]_PPPosterization (" Posterization", Float) = 0
_PPPosterizationAmount ("Steps--{condition_showS:(_PPPosterization==1)}", Range(1, 30)) = 4
[HideInInspector] m_end_postprocess ("", Float) = 0
//endex
// Rendering Options
[HideInInspector] m_renderingCategory ("Rendering--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/main},hover:Documentation}}", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
[Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Int) = 15
_OffsetFactor ("Offset Factor", Float) = 0.0
_OffsetUnits ("Offset Units", Float) = 0.0
[ToggleUI]_RenderingReduceClipDistance ("Reduce Clip Distance", Float) = 0
[ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0
[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
// Blending Options
[HideInInspector] m_start_blending ("Blending--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/blending},hover:Documentation}}", Float) = 0
[Enum(Thry.BlendOp)]_BlendOp ("RGB Blend Op", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("RGB Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("RGB Destination Blend", Int) = 0
[Space][ThryHeaderLabel(Additive Blending, 13)]
[Enum(Thry.BlendOp)]_AddBlendOp ("RGB Blend Op", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlend ("RGB Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlend ("RGB Destination Blend", Int) = 1
[HideInInspector] m_start_alphaBlending ("Advanced Alpha Blending", Float) = 0
[Enum(Thry.BlendOp)]_BlendOpAlpha ("Alpha Blend Op", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("Alpha Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("Alpha Destination Blend", Int) = 1
[Space][ThryHeaderLabel(Additive Blending, 13)]
[Enum(Thry.BlendOp)]_AddBlendOpAlpha ("Alpha Blend Op", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlendAlpha ("Alpha Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlendAlpha ("Alpha Destination Blend", Int) = 1
[HideInInspector] m_end_alphaBlending ("Advanced Alpha Blending", Float) = 0
[HideInInspector] m_end_blending ("Blending", Float) = 0
// Stencils
[HideInInspector] m_start_StencilPassOptions ("Stencil--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/stencil},hover:Documentation}}", Float) = 0
[ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _StencilType ("Stencil Type", Float) = 0
[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
[IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
[IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op--{condition_showS:(_StencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op--{condition_showS:(_StencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op--{condition_showS:(_StencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function--{condition_showS:(_StencilType==0)}", Float) = 8
[HideInInspector] m_start_StencilPassBackOptions("Back--{condition_showS:(_StencilType==1)}", Float) = 0
[Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackPassOp ("Back Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackFailOp ("Back Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackZFailOp ("Back ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilBackCompareFunction ("Back Compare Function", Float) = 8
[HideInInspector] m_end_StencilPassBackOptions("Back", Float) = 0
[HideInInspector] m_start_StencilPassFrontOptions("Front--{condition_showS:(_StencilType==1)}", Float) = 0
[Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontPassOp ("Front Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontFailOp ("Front Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontZFailOp ("Front ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilFrontCompareFunction ("Front Compare Function", Float) = 8
[HideInInspector] m_end_StencilPassFrontOptions("Front", Float) = 0
[HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0
// Outline Stencil
[HideInInspector] m_start_OutlineStencil ("Outline Stencil", Float) = 0
[ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _OutlineStencilType ("Stencil Type", Float) = 0
[IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
[IntRange] _OutlineStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
[IntRange] _OutlineStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPassOp ("Stencil Pass Op--{condition_showS:(_OutlineStencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFailOp ("Stencil Fail Op--{condition_showS:(_OutlineStencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFailOp ("Stencil ZFail Op--{condition_showS:(_OutlineStencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompareFunction ("Stencil Compare Function--{condition_showS:(_OutlineStencilType==0)}", Float) = 8
[HideInInspector] m_start_OutlineStencilPassBackOptions ("Back--{condition_showS:(_OutlineStencilType==1)}", Float) = 0
[Helpbox(1)] _FFBFOutlineStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilBackPassOp ("Back Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilBackFailOp ("Back Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilBackZFailOp ("Back ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilBackCompareFunction ("Back Compare Function", Float) = 8
[HideInInspector] m_end_OutlineStencilPassBackOptions ("Back", Float) = 0
[HideInInspector] m_start_OutlineStencilPassFrontOptions ("Front--{condition_showS:(_OutlineStencilType==1)}", Float) = 0
[Helpbox(1)] _FFBFOutlineStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFrontPassOp ("Front Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFrontFailOp ("Front Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFrontZFailOp ("Front ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilFrontCompareFunction ("Front Compare Function", Float) = 8
[HideInInspector] m_end_OutlineStencilPassFrontOptions ("Front", Float) = 0
[HideInInspector] m_end_OutlineStencil ("Outline Stencil", Float) = 0
// Outline Blending Options
[HideInInspector] m_start_outlineBlending ("Outline Blending", Float) = 0
[Enum(Thry.BlendOp)]_OutlineBlendOp ("RGB Blend Op", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlend ("RGB Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlend ("RGB Destination Blend", Int) = 0
[HideInInspector] m_start_alphaBlending ("Advanced Alpha Blending", Float) = 0
[Enum(Thry.BlendOp)]_OutlineBlendOpAlpha ("Alpha Blend Op", Int) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlpha ("Alpha Source Blend", Int) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlpha ("Alpha Destination Blend", Int) = 0
[HideInInspector] m_end_alphaBlending ("Advanced Alpha Blending", Float) = 0
[HideInInspector] m_end_outlineBlending ("Outline Blending", Float) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" }
Pass
{
Tags { "LightMode" = "ForwardBase" }
ZWrite On
Cull [_Cull]
ColorMask 0
CGPROGRAM
/*
// Disable warnings we aren't interested in
#if defined(UNITY_COMPILER_HLSL)
#pragma warning(disable : 3205) // conversion of larger type to smaller
#pragma warning(disable : 3568) // unknown pragma ignored
#pragma warning(disable : 3571) // "pow(f,e) will not work for negative f"; however in majority of our calls to pow we know f is not negative
#pragma warning(disable : 3206) // implicit truncation of vector type
#endif
*/
#pragma target 5.0
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
#pragma shader_feature_local _STOCHASTICMODE_DELIOT_HEITZ _STOCHASTICMODE_HEXTILE _STOCHASTICMODE_NONE
//ifex _GlobalMaskTexturesEnable==0
#pragma shader_feature_local POI_GLOBALMASK_TEXTURES
//endex
//ifex _EnableUDIMDiscardOptions==0
#pragma shader_feature_local POI_UDIMDISCARD
//endex
//ifex _EnableDistortion==0
#pragma shader_feature USER_LUT
//endex
//ifex _PoiParallax==0
#pragma shader_feature_local POI_PARALLAX
//endex
//ifex _EnableAudioLink==0
#pragma shader_feature_local POI_AUDIOLINK
//endex
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_ENABLE
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE
#pragma shader_feature_local POI_VERTEXLIGHT_ON
//ifex _MainColorAdjustToggle==0
#pragma shader_feature COLOR_GRADING_HDR
//endex
//#pragma shader_feature KEYWORD
//ifex _DetailEnabled==0
#pragma shader_feature FINALPASS
//endex
//ifex _VertexManipulationsEnabled==0
#pragma shader_feature AUTO_EXPOSURE
//endex
//ifex _VertexGlitchingEnabled==0
#pragma shader_feature_local POI_VERTEX_GLITCHING
#pragma shader_feature_local POI_VERTEX_GLITCHING_TEXTURE
//endex
//ifex _EnableDepthBulge==0
#pragma shader_feature_local POI_DEPTHBULGE
//endex
//ifex _BackFaceEnabled!=1
#pragma shader_feature_local POI_BACKFACE
//endex
//ifex _RGBMaskEnabled==0
#pragma shader_feature VIGNETTE
#pragma shader_feature GEOM_TYPE_MESH
//endex
//ifex _DecalEnabled==0
#pragma shader_feature GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#pragma shader_feature GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
//endex
//ifex _EnableDissolve==0
#pragma shader_feature DISTORT
//endex
//ifex _ShadingEnabled==0
#pragma shader_feature_local VIGNETTE_MASKED
#pragma shader_feature_local _LIGHTINGMODE_TEXTURERAMP _LIGHTINGMODE_MULTILAYER_MATH _LIGHTINGMODE_SHADEMAP _LIGHTINGMODE_REALISTIC _LIGHTINGMODE_WRAPPED _LIGHTINGMODE_SKIN _LIGHTINGMODE_FLAT _LIGHTINGMODE_CLOTH _LIGHTINGMODE_SDF
//endex
//ifex _EnableAniso==0
#pragma shader_feature_local POI_ANISOTROPICS
//endex
//ifex _MatcapEnable==0
#pragma shader_feature_local POI_MATCAP0
#pragma shader_feature_local POI_MATCAP0_CUSTOM_NORMAL
//endex
//ifex _Matcap2Enable==0
#pragma shader_feature COLOR_GRADING_HDR_3D
#pragma shader_feature_local POI_MATCAP1_CUSTOM_NORMAL
//endex
//ifex _Matcap3Enable==0
#pragma shader_feature_local POI_MATCAP2
#pragma shader_feature_local POI_MATCAP2_CUSTOM_NORMAL
//endex
//ifex _Matcap4Enable==0
#pragma shader_feature_local POI_MATCAP3
#pragma shader_feature_local POI_MATCAP3_CUSTOM_NORMAL
//endex
//ifex _CubeMapEnabled==0
#pragma shader_feature_local _CUBEMAP
//endex
//ifex _EnableALDecal==0
#pragma shader_feature_local POI_AL_DECAL
//endex
//ifex _EnableFlipbook==0
#pragma shader_feature _SUNDISK_HIGH_QUALITY
//endex
//ifex _EnableEmission==0
#pragma shader_feature _EMISSION
//endex
//ifex _EnableEmission1==0
#pragma shader_feature_local POI_EMISSION_1
//endex
//ifex _EnableEmission2==0
#pragma shader_feature_local POI_EMISSION_2
//endex
//ifex _EnableEmission3==0
#pragma shader_feature_local POI_EMISSION_3
//endex
//ifex _EnableRimLighting==0
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _RIMSTYLE_POIYOMI _RIMSTYLE_UTS2 _RIMSTYLE_LILTOON
//endex
//ifex _EnableRim2Lighting==0
#pragma shader_feature_local POI_RIM2
#pragma shader_feature_local _RIM2STYLE_POIYOMI _RIM2STYLE_UTS2 _RIM2STYLE_LILTOON
//endex
//ifex _EnableDepthRimLighting==0
#pragma shader_feature_local _POI_DEPTH_RIMLIGHT
//endex
//ifex _GlitterEnable==0
#pragma shader_feature _SUNDISK_SIMPLE
//endex
//ifex _SubsurfaceScattering==0
#pragma shader_feature_local POI_SUBSURFACESCATTERING
//endex
//ifex _MochieBRDF==0
#pragma shader_feature_local MOCHIE_PBR
//endex
//ifex _ClearCoatBRDF==0
#pragma shader_feature_local POI_CLEARCOAT
//endex
//ifex _EnableEnvironmentalRim==0
#pragma shader_feature_local POI_ENVIRORIM
//endex
//ifex _StylizedSpecular==0
#pragma shader_feature_local POI_STYLIZED_StylizedSpecular
//endex
//ifex _EnablePathing==0
#pragma shader_feature_local POI_PATHING
//endex
//ifex _EnableMirrorOptions==0
#pragma shader_feature_local POI_MIRROR
//endex
//ifex _EnableTouchGlow==0
#pragma shader_feature GRAIN
//endex
//ifex _EnableIridescence==0
#pragma shader_feature_local POI_IRIDESCENCE
//endex
//ifex _BlackLightMaskingEnabled==0
#pragma shader_feature_local POI_BLACKLIGHTMASKING
//endex
//ifex _TextEnabled==0
#pragma shader_feature EFFECT_BUMP
//endex
//ifex _PostProcess==0
#pragma shader_feature_local POSTPROCESS
//endex
//ifex _TPSPenetratorEnabled==0
#pragma shader_feature_local TPS_Penetrator
#pragma shader_feature_local TPS_IsSkinnedMesh
//endex
//ifex _NormalCorrect==0
#pragma shader_feature_local POI_NORMALCORRECT
//endex
//ifex _PoiInternalParallax==0
#pragma shader_feature_local POI_INTERNALPARALLAX
//endex
//ifex _EnableTruchet!=1
#pragma shader_feature_local POI_TRUCHET
//endex
//ifex _BacklightEnabled!=1
#pragma shader_feature_local POI_BACKLIGHT
//endex
#pragma multi_compile_instancing
#pragma multi_compile_fog
#define POI_PASS_EARLYZ
// UNITY Includes
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityPBSLighting.cginc"
#ifdef POI_PASS_META
#include "UnityMetaPass.cginc"
#endif
#pragma vertex vert
#pragma fragment frag
#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
#define PI float(3.14159265359)
#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
#define POI2D(tex, uv) (tex2D(tex, uv))
#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_MAINTEX_SAMPLER_PAN_INLINED(tex, poiMesh) (POI2D_SAMPLER_PAN(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan))
#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
#define POI_SAFE_RGBA mainTexture
#if defined(UNITY_COMPILER_HLSL)
#define PoiInitStruct(type, name) name = (type)0;
#else
#define PoiInitStruct(type, name)
#endif
#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
#define POI_NAN (asfloat(-1))
#define POI_MODE_OPAQUE 0
#define POI_MODE_CUTOUT 1
#define POI_MODE_FADE 2
#define POI_MODE_TRANSPARENT 3
#define POI_MODE_ADDITIVE 4
#define POI_MODE_SOFTADDITIVE 5
#define POI_MODE_MULTIPLICATIVE 6
#define POI_MODE_2XMULTIPLICATIVE 7
#define POI_MODE_TRANSCLIPPING 9
/*
Texture2D ;
float4 _ST;
float2 Pan;
float UV;
float Stochastic;
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7 )]
*/
#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
//ifex _EnableAudioLink==0
// Map of where features in AudioLink are.
#define ALPASS_DFT uint2(0,4) //Size: 128, 2
#define ALPASS_WAVEFORM uint2(0,6) //Size: 128, 16
#define ALPASS_AUDIOLINK uint2(0,0) //Size: 128, 4
#define ALPASS_AUDIOBASS uint2(0,0) //Size: 128, 1
#define ALPASS_AUDIOLOWMIDS uint2(0,1) //Size: 128, 1
#define ALPASS_AUDIOHIGHMIDS uint2(0,2) //Size: 128, 1
#define ALPASS_AUDIOTREBLE uint2(0,3) //Size: 128, 1
#define ALPASS_AUDIOLINKHISTORY uint2(1,0) //Size: 127, 4
#define ALPASS_GENERALVU uint2(0,22) //Size: 12, 1
#define ALPASS_CCINTERNAL uint2(12,22) //Size: 12, 2
#define ALPASS_CCCOLORS uint2(25,22) //Size: 11, 1
#define ALPASS_CCSTRIP uint2(0,24) //Size: 128, 1
#define ALPASS_CCLIGHTS uint2(0,25) //Size: 128, 2
#define ALPASS_AUTOCORRELATOR uint2(0,27) //Size: 128, 1
#define ALPASS_GENERALVU_INSTANCE_TIME uint2(2,22)
#define ALPASS_GENERALVU_LOCAL_TIME uint2(3,22)
#define ALPASS_GENERALVU_NETWORK_TIME uint2(4,22)
#define ALPASS_GENERALVU_PLAYERINFO uint2(6,22)
// Added in version 2.5
#define ALPASS_FILTEREDAUDIOLINK uint2(0,28) //Size: 16, 4
// Added in version 2.6
#define ALPASS_CHRONOTENSITY uint2(16,28) //Size: 8, 4
#define ALPASS_THEME_COLOR0 uint2(0,23)
#define ALPASS_THEME_COLOR1 uint2(1,23)
#define ALPASS_THEME_COLOR2 uint2(2,23)
#define ALPASS_THEME_COLOR3 uint2(3,23)
#define ALPASS_FILTEREDVU uint2(24,28) //Size: 4, 4
#define ALPASS_FILTEREDVU_INTENSITY uint2(24,28) //Size: 4, 1
#define ALPASS_FILTEREDVU_MARKER uint2(24,29) //Size: 4, 1
// Some basic constants to use (Note, these should be compatible with
// future version of AudioLink, but may change.
#define AUDIOLINK_SAMPHIST 3069 // Internal use for algos, do not change.
#define AUDIOLINK_SAMPLEDATA24 2046
#define AUDIOLINK_EXPBINS 24
#define AUDIOLINK_EXPOCT 10
#define AUDIOLINK_ETOTALBINS (AUDIOLINK_EXPBINS * AUDIOLINK_EXPOCT)
#define AUDIOLINK_WIDTH 128
#define AUDIOLINK_SPS 48000 // Samples per second
#define AUDIOLINK_ROOTNOTE 0
#define AUDIOLINK_4BAND_FREQFLOOR 0.123
#define AUDIOLINK_4BAND_FREQCEILING 1
#define AUDIOLINK_BOTTOM_FREQUENCY 13.75
#define AUDIOLINK_BASE_AMPLITUDE 2.5
#define AUDIOLINK_DELAY_COEFFICIENT_MIN 0.3
#define AUDIOLINK_DELAY_COEFFICIENT_MAX 0.9
#define AUDIOLINK_DFT_Q 4.0
#define AUDIOLINK_TREBLE_CORRECTION 5.0
// ColorChord constants
#define COLORCHORD_EMAXBIN 192
#define COLORCHORD_IIR_DECAY_1 0.90
#define COLORCHORD_IIR_DECAY_2 0.85
#define COLORCHORD_CONSTANT_DECAY_1 0.01
#define COLORCHORD_CONSTANT_DECAY_2 0.0
#define COLORCHORD_NOTE_CLOSEST 3.0
#define COLORCHORD_NEW_NOTE_GAIN 8.0
#define COLORCHORD_MAX_NOTES 10
uniform float4 _AudioTexture_TexelSize;
#ifdef SHADER_TARGET_SURFACE_ANALYSIS
#define AUDIOLINK_STANDARD_INDEXING
#endif
// Mechanism to index into texture.
#ifdef AUDIOLINK_STANDARD_INDEXING
sampler2D _AudioTexture;
#define AudioLinkData(xycoord) tex2Dlod(_AudioTexture, float4(uint2(xycoord) * _AudioTexture_TexelSize.xy, 0, 0))
#else
uniform Texture2D _AudioTexture;
SamplerState sampler_AudioTexture;
#define AudioLinkData(xycoord) _AudioTexture[uint2(xycoord)]
#endif
uniform sampler2D _Stored;
uniform float4 _Stored_TexelSize;
#define LumaData(x,y) tex2Dlod(_Stored, float4(x, y, 0, 0))
//endex
float _IgnoreFog;
float _RenderingReduceClipDistance;
float _AddBlendOp;
float4 _Color;
float _ColorThemeIndex;
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _MainPixelMode;
float4 _MainTex_ST;
float2 _MainTexPan;
float _MainTexUV;
float4 _MainTex_TexelSize;
float _MainTexStochastic;
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _BumpMap;
#endif
float4 _BumpMap_ST;
float2 _BumpMapPan;
float _BumpMapUV;
float _BumpScale;
float _BumpMapStochastic;
Texture2D _ClippingMask;
float4 _ClippingMask_ST;
float2 _ClippingMaskPan;
float _ClippingMaskUV;
float _Inverse_Clipping;
float _Cutoff;
//ifex _MainColorAdjustToggle==0
float _MainColorAdjustToggle;
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MainColorAdjustTexture;
#endif
float4 _MainColorAdjustTexture_ST;
float2 _MainColorAdjustTexturePan;
float _MainColorAdjustTextureUV;
float _MainHueShiftToggle;
float _MainHueShiftReplace;
float _MainHueShift;
float _MainHueShiftSpeed;
float _Saturation;
float _MainBrightness;
float _MainHueALCTEnabled;
float _MainALHueShiftBand;
float _MainALHueShiftCTIndex;
float _MainHueALMotionSpeed;
float _MainHueGlobalMask;
float _MainHueGlobalMaskBlendType;
float _MainSaturationGlobalMask;
float _MainSaturationGlobalMaskBlendType;
float _MainBrightnessGlobalMask;
float _MainBrightnessGlobalMaskBlendType;
//endex
SamplerState sampler_linear_clamp;
SamplerState sampler_linear_repeat;
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 _VertexManipulationLocalTranslation;
float4 _VertexManipulationLocalRotation;
float3 _VertexManipulationLocalRotationSpeed;
float4 _VertexManipulationLocalScale;
float4 _VertexManipulationWorldTranslation;
float _VertexManipulationHeight;
sampler2D _VertexManipulationHeightMask;
float4 _VertexManipulationHeightMask_ST;
float2 _VertexManipulationHeightMaskPan;
float _VertexManipulationHeightMaskUV;
float _VertexManipulationHeightMaskChannel;
float _VertexManipulationHeightBias;
float _VertexRoundingEnabled;
int _VertexRoundingSpace;
float _VertexRoundingDivision;
//AL
float _VertexAudioLinkEnabled;
float3 _VertexLocalTranslationALMin;
float3 _VertexLocalTranslationALMax;
float _VertexLocalTranslationALBand;
float3 _VertexLocalRotationAL;
float _VertexLocalRotationALBand;
float3 _VertexLocalRotationCTALSpeed;
float _VertexLocalRotationCTALBandX;
float _VertexLocalRotationCTALBandY;
float _VertexLocalRotationCTALBandZ;
float _VertexLocalRotationCTALTypeX;
float _VertexLocalRotationCTALTypeY;
float _VertexLocalRotationCTALTypeZ;
float4 _VertexLocalScaleALMin;
float4 _VertexLocalScaleALMax;
float _VertexLocalScaleALBand;
float3 _VertexWorldTranslationALMin;
float3 _VertexWorldTranslationALMax;
float _VertexWorldTranslationALBand;
float2 _VertexManipulationHeightAL;
float _VertexManipulationHeightBand;
float2 _VertexRoundingRangeAL;
float _VertexRoundingRangeBand;
float _VertexBarrelMode;
float _VertexBarrelWidth;
float _VertexBarrelAlpha;
float _VertexBarrelHeight;
#endif
//endex
//ifex _VertexGlitchingEnabled==0
#ifdef POI_VERTEX_GLITCHING
//Vertex Glitching
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
float _VertexGlitchingUseTexture;
sampler2D _VertexGlitchMap;
float4 _VertexGlitchMap_ST;
#endif
float _VertexGlitchThreshold;
float _VertexGlitchFrequency;
float _VertexGlitchStrength;
float _VertexGlitchDensity;
float _VertexGlitchMirrorEnable;
float _VertexGlitchMirror;
float _VertexGlitchMapPanSpeed;
float _VertexGlitchingAudioLinkEnabled;
float _VertexGlitchingAudioLinkBand;
float _VertexGlitchingAudiolinkOverride;
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
float _DissolveType;
float _DissolveEdgeWidth;
float4 _DissolveEdgeColor;
sampler2D _DissolveEdgeGradient;
float4 _DissolveEdgeGradient_ST;
float2 _DissolveEdgeGradientPan;
float _DissolveEdgeGradientUV;
float _DissolveEdgeEmission;
float4 _DissolveTextureColor;
float _DissolveEdgeColorThemeIndex;
float _DissolveTextureColorThemeIndex;
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveToTexture;
#endif
float4 _DissolveToTexture_ST;
float2 _DissolveToTexturePan;
float _DissolveToTextureUV;
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveNoiseTexture;
#endif
float4 _DissolveNoiseTexture_ST;
float2 _DissolveNoiseTexturePan;
float _DissolveNoiseTextureUV;
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveDetailNoise;
#endif
float4 _DissolveDetailNoise_ST;
float2 _DissolveDetailNoisePan;
float _DissolveDetailNoiseUV;
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveMask;
#endif
float4 _DissolveMask_ST;
float2 _DissolveMaskPan;
float _DissolveMaskUV;
float _DissolveMaskGlobalMask;
float _DissolveMaskGlobalMaskBlendType;
float _DissolveMaskInvert;
float _DissolveAlpha;
float _ContinuousDissolve;
float _DissolveDetailStrength;
float _DissolveDetailEdgeSmoothing;
float _DissolveEdgeHardness;
float _DissolveInvertNoise;
float _DissolveInvertDetailNoise;
float _DissolveToEmissionStrength;
// Point to Point
float _DissolveP2PWorldLocal;
float _DissolveP2PEdgeLength;
float _DissolveP2PClamp;
float4 _DissolveStartPoint;
float4 _DissolveEndPoint;
// Spherical
float3 _SphericalDissolveCenter;
float _SphericalDissolveRadius;
float _SphericalDissolveInvert;
float _SphericalDissolveClamp;
// CenterOut
float _CenterOutDissolveMode;
float3 _CenterOutDissolveDirection;
float _CenterOutDissolveInvert;
float _CenterOutDissolveNormals;
float _CenterOutDissolvePower;
// World Dissolve
float _DissolveWorldShape;
float4 _DissolveShapePosition;
float4 _DissolveShapeRotation;
float _DissolveShapeScale;
float _DissolveInvertShape;
float _DissolveShapeEdgeLength;
// UV Tile Dissolve
float _UVTileDissolveEnabled;
float _UVTileDissolveDiscardAtMax;
float _UVTileDissolveUV;
float _UVTileDissolveAlpha_Row3_0;
float _UVTileDissolveAlpha_Row3_1;
float _UVTileDissolveAlpha_Row3_2;
float _UVTileDissolveAlpha_Row3_3;
float _UVTileDissolveAlpha_Row2_0;
float _UVTileDissolveAlpha_Row2_1;
float _UVTileDissolveAlpha_Row2_2;
float _UVTileDissolveAlpha_Row2_3;
float _UVTileDissolveAlpha_Row1_0;
float _UVTileDissolveAlpha_Row1_1;
float _UVTileDissolveAlpha_Row1_2;
float _UVTileDissolveAlpha_Row1_3;
float _UVTileDissolveAlpha_Row0_0;
float _UVTileDissolveAlpha_Row0_1;
float _UVTileDissolveAlpha_Row0_2;
float _UVTileDissolveAlpha_Row0_3;
float _DissolveAlpha0;
float _DissolveAlpha1;
float _DissolveAlpha2;
float _DissolveAlpha3;
float _DissolveAlpha4;
float _DissolveAlpha5;
float _DissolveAlpha6;
float _DissolveAlpha7;
float _DissolveAlpha8;
float _DissolveAlpha9;
// Masking
float _DissolveEmissionSide;
float _DissolveEmission1Side;
float _DissolveUseVertexColors;
float4 edgeColor;
float edgeAlpha;
float dissolveAlpha;
float4 dissolveToTexture;
float _DissolveHueShiftEnabled;
float _DissolveHueShiftSpeed;
float _DissolveHueShift;
float _DissolveEdgeHueShiftEnabled;
float _DissolveEdgeHueShiftSpeed;
float _DissolveEdgeHueShift;
// Audio Link
#ifdef POI_AUDIOLINK
fixed _EnableDissolveAudioLink;
half _AudioLinkDissolveAlphaBand;
float2 _AudioLinkDissolveAlpha;
half _AudioLinkDissolveDetailBand;
float2 _AudioLinkDissolveDetail;
#endif
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
float _TPS_AnimatedToggle;
float _TPS_PenetratorLength;
float3 _TPS_PenetratorScale;
float3 _TPS_PenetratorForward;
float3 _TPS_PenetratorRight;
float3 _TPS_PenetratorUp;
float _TPS_VertexColors;
float _TPS_MinimumOrificeDistance;
float _TPS_BezierStart;
float _TPS_SmoothStart;
float _TPS_BezierSmoothness;
float _TPS_Squeeze;
float _TPS_SqueezeDistance;
float _TPS_Buldge;
float _TPS_BuldgeDistance;
float _TPS_BuldgeFalloffDistance;
float _TPS_PumpingStrength;
float _TPS_PumpingSpeed;
float _TPS_PumpingWidth;
float _TPS_IdleSkrinkWidth;
float _TPS_IdleSkrinkLength;
float _TPS_BufferedDepthGlobalMaskIndex;
float _TPS_BufferedDepthGlobalMaskBlendType;
float _TPS_BufferedDepth;
float _TPS_BufferedStrength;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TPS_Grabpass);
#ifdef TPS_IsSkinnedMesh
UNITY_DECLARE_TEX2D_NOSAMPLER(_TPS_BakedMesh);
#else
sampler2D _TPS_BakedMesh;
#endif
#define ID_HOLE 0.41
#define ID_RING 0.42
#define ID_NORM 0.45
#define TPS_RECIEVER_DIST 0.01
#define PENETRATORTYPE_RING 1
#define PENETRATORTYPE_HOLE 2
#endif
//endex
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
uint vertexId : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOut
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
float3 objNormal : TEXCOORD4;
float3 normal : TEXCOORD5;
float3 tangent : TEXCOORD6;
float3 binormal : TEXCOORD7;
float4 worldPos : TEXCOORD8;
float4 localPos : TEXCOORD9;
float3 objectPos : TEXCOORD10;
float4 vertexColor : TEXCOORD11;
float4 lightmapUV : TEXCOORD12;
float4 grabPos: TEXCOORD13;
float4 worldDirection: TEXCOORD14;
float4 extra: TEXCOORD15;
UNITY_SHADOW_COORDS(16)
UNITY_FOG_COORDS(17)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct PoiMesh
{
// 0 Vertex normal
// 1 Fragment normal
float3 normals[2];
float3 objNormal;
float3 tangentSpaceNormal;
float3 binormal[2];
float3 tangent[2];
float3 worldPos;
float3 localPos;
float3 objectPosition;
float isFrontFace;
float4 vertexColor;
float4 lightmapUV;
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 7 Distorted UV
float2 uv[8];
float2 parallaxUV;
};
struct PoiCam
{
float3 viewDir;
float3 forwardDir;
float3 worldPos;
float distanceToVert;
float4 clipPos;
float3 reflectionDir;
float3 vertexReflectionDir;
float3 tangentViewDir;
float4 grabPos;
float2 screenUV;
float vDotN;
float4 worldDirection;
};
struct PoiMods
{
float4 Mask;
float4 audioLink;
float audioLinkAvailable;
float audioLinkVersion;
float4 audioLinkTexture;
float audioLinkViaLuma;
float2 detailMask;
float2 backFaceDetailIntensity;
float globalEmission;
float4 globalColorTheme[12];
float globalMask[16];
float ALTime[8];
};
struct PoiLight
{
float3 direction;
float attenuation;
float attenuationStrength;
float3 directColor;
float3 indirectColor;
float occlusion;
float shadowMask;
float detailShadow;
float3 halfDir;
float lightMap;
float3 rampedLightMap;
float vertexNDotL;
float nDotL;
float nDotV;
float vertexNDotV;
float nDotH;
float vertexNDotH;
float lDotv;
float lDotH;
float nDotLSaturated;
float nDotLNormalized;
#ifdef POI_PASS_ADD
float additiveShadow;
#endif
float3 finalLighting;
float3 finalLightAdd;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
// Non Important Lights
float4 vDotNL;
float4 vertexVDotNL;
float3 vColor[4];
float4 vCorrectedDotNL;
float4 vAttenuation;
float4 vAttenuationDotNL;
float3 vPosition[4];
float3 vDirection[4];
float3 vFinalLighting;
float3 vHalfDir[4];
half4 vDotNH;
half4 vertexVDotNH;
half4 vDotLH;
#endif
};
struct PoiVertexLights
{
float3 direction;
float3 color;
float attenuation;
};
struct PoiFragData
{
float3 baseColor;
float3 finalColor;
float alpha;
float3 emission;
};
// glsl_mod behaves better on negative numbers, and
// in some situations actually outperforms HLSL's fmod()
#ifndef glsl_mod
#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
#endif
float2 poiUV(float2 uv, float4 tex_st)
{
return uv * tex_st.xy + tex_st.zw;
}
float2 vertexUV(in VertexOut o, int index)
{
switch (index)
{
case 0:
return o.uv[0];
case 1:
return o.uv[1];
case 2:
return o.uv[2];
case 3:
return o.uv[3];
default:
return o.uv[0];
}
}
float2 vertexUV(in appdata v, int index)
{
switch (index)
{
case 0:
return v.uv0;
case 1:
return v.uv1;
case 2:
return v.uv2;
case 3:
return v.uv3;
default:
return v.uv0;
}
}
//Lighting Helpers
float calculateluminance(float3 color)
{
return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
}
// Set by VRChat (as of open beta 1245)
// _VRChatCameraMode: 0 => Normal, 1 => VR HandCam, 2 => Desktop Handcam, 3 => Screenshot/Photo
// _VRChatMirrorMode: 0 => Normal, 1 => Mirror (VR), 2 => Mirror (Deskie)
float _VRChatCameraMode;
float _VRChatMirrorMode;
float VRCCameraMode()
{
return _VRChatCameraMode;
}
float VRCMirrorMode()
{
return _VRChatMirrorMode;
}
bool IsInMirror()
{
return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
}
bool IsOrthographicCamera()
{
return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
}
float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
{
// average energy
float R0 = max(0, L0);
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
half3 BetterSH9(half4 normal)
{
float3 indirect;
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
indirect = max(0, indirect);
indirect += SHEvalLinearL2(normal);
return indirect;
}
// Silent's code ends here
float3 getCameraForward()
{
#if UNITY_SINGLE_PASS_STEREO
float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
#else
float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
#endif
return normalize(p2 - p1);
}
half3 GetSHLength()
{
half3 x, x1;
x.r = length(unity_SHAr);
x.g = length(unity_SHAg);
x.b = length(unity_SHAb);
x1.r = length(unity_SHBr);
x1.g = length(unity_SHBg);
x1.b = length(unity_SHBb);
return x + x1;
}
float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
//UNITY_BRANCH
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float poiMax(float2 i)
{
return max(i.x, i.y);
}
float poiMax(float3 i)
{
return max(max(i.x, i.y), i.z);
}
float poiMax(float4 i)
{
return max(max(max(i.x, i.y), i.z), i.w);
}
float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
{
float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
return normalize(
normal.x * poiMesh.tangent[0] +
normal.y * poiMesh.binormal[0] +
normal.z * baseNormal
);
}
float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 calcParallax(in float height, in PoiCam poiCam)
{
return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
}
/*
0: Zero float4(0.0, 0.0, 0.0, 0.0),
1: One float4(1.0, 1.0, 1.0, 1.0),
2: DstColor destinationColor,
3: SrcColor sourceColor,
4: OneMinusDstColor float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
5: SrcAlpha sourceColor.aaaa,
6: OneMinusSrcColor float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
7: DstAlpha destinationColor.aaaa,
8: OneMinusDstAlpha float4(1.0, 1.0, 1.0, 1.0) - destinationColor.,
9: SrcAlphaSaturate saturate(sourceColor.aaaa),
10: OneMinusSrcAlpha float4(1.0, 1.0, 1.0, 1.0) - sourceColor.aaaa,
*/
float4 poiBlend(const float sourceFactor, const float4 sourceColor, const float destinationFactor, const float4 destinationColor, const float4 blendFactor)
{
float4 sA = 1 - blendFactor;
const float4 blendData[11] = {
float4(0.0, 0.0, 0.0, 0.0),
float4(1.0, 1.0, 1.0, 1.0),
destinationColor,
sourceColor,
float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sA,
saturate(sourceColor.aaaa),
1 - sA,
};
return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
}
// Average
float blendAverage(float base, float blend)
{
return (base + blend) / 2.0;
}
float3 blendAverage(float3 base, float3 blend)
{
return (base + blend) / 2.0;
}
// Color burn
float blendColorBurn(float base, float blend)
{
return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(blend))), 0.0);
}
float3 blendColorBurn(float3 base, float3 blend)
{
return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
}
// Color Dodge
float blendColorDodge(float base, float blend)
{
return (blend == 1.0)?blend : min(base / (1.0 - blend), 1.0);
}
float3 blendColorDodge(float3 base, float3 blend)
{
return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
}
// Darken
float blendDarken(float base, float blend)
{
return min(blend, base);
}
float3 blendDarken(float3 base, float3 blend)
{
return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
}
// Exclusion
float blendExclusion(float base, float blend)
{
return base + blend - 2.0 * base * blend;
}
float3 blendExclusion(float3 base, float3 blend)
{
return base + blend - 2.0 * base * blend;
}
// Reflect
float blendReflect(float base, float blend)
{
return (blend == 1.0)?blend : min(base * base / (1.0 - blend), 1.0);
}
float3 blendReflect(float3 base, float3 blend)
{
return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
}
// Glow
float blendGlow(float base, float blend)
{
return blendReflect(blend, base);
}
float3 blendGlow(float3 base, float3 blend)
{
return blendReflect(blend, base);
}
// Overlay
float blendOverlay(float base, float blend)
{
return base < 0.5?(2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
}
float3 blendOverlay(float3 base, float3 blend)
{
return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
}
// Hard Light
float blendHardLight(float base, float blend)
{
return blendOverlay(blend, base);
}
float3 blendHardLight(float3 base, float3 blend)
{
return blendOverlay(blend, base);
}
// Vivid light
float blendVividLight(float base, float blend)
{
return (blend < 0.5)?blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendVividLight(float3 base, float3 blend)
{
return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
}
// Hard mix
float blendHardMix(float base, float blend)
{
return (blendVividLight(base, blend) < 0.5)?0.0 : 1.0;
}
float3 blendHardMix(float3 base, float3 blend)
{
return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
}
// Lighten
float blendLighten(float base, float blend)
{
return max(blend, base);
}
float3 blendLighten(float3 base, float3 blend)
{
return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
}
// Linear Burn
float blendLinearBurn(float base, float blend)
{
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1.0, 0.0);
}
float3 blendLinearBurn(float3 base, float3 blend)
{
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
}
// Linear Dodge
float blendLinearDodge(float base, float blend)
{
// Note : Same implementation as BlendAddf
return min(base + blend, 1.0);
}
float3 blendLinearDodge(float3 base, float3 blend)
{
// Note : Same implementation as BlendAdd
return min(base + blend, float3(1.0, 1.0, 1.0));
}
// Linear light
float blendLinearLight(float base, float blend)
{
return blend < 0.5?blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendLinearLight(float3 base, float3 blend)
{
return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
}
// Multiply
float blendMultiply(float base, float blend)
{
return base * blend;
}
float3 blendMultiply(float3 base, float3 blend)
{
return base * blend;
}
// Negation
float blendNegation(float base, float blend)
{
return 1.0 - abs(1.0 - base - blend);
}
float3 blendNegation(float3 base, float3 blend)
{
return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
}
// Normal
float blendNormal(float base, float blend)
{
return blend;
}
float3 blendNormal(float3 base, float3 blend)
{
return blend;
}
// Phoenix
float blendPhoenix(float base, float blend)
{
return min(base, blend) - max(base, blend) + 1.0;
}
float3 blendPhoenix(float3 base, float3 blend)
{
return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
}
// Pin light
float blendPinLight(float base, float blend)
{
return (blend < 0.5)?blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
}
float3 blendPinLight(float3 base, float3 blend)
{
return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
}
// Screen
float blendScreen(float base, float blend)
{
return 1.0 - ((1.0 - base) * (1.0 - blend));
}
float3 blendScreen(float3 base, float3 blend)
{
return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
}
// Soft Light
float blendSoftLight(float base, float blend)
{
return (blend < 0.5)?(2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
}
float3 blendSoftLight(float3 base, float3 blend)
{
return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
}
// Subtract
float blendSubtract(float base, float blend)
{
return max(base - blend, 0.0);
}
float3 blendSubtract(float3 base, float3 blend)
{
return max(base - blend, 0.0);
}
// Difference
float blendDifference(float base, float blend)
{
return abs(base - blend);
}
float3 blendDifference(float3 base, float3 blend)
{
return abs(base - blend);
}
// Divide
float blendDivide(float base, float blend)
{
return base / max(blend, 0.0001);
}
float3 blendDivide(float3 base, float3 blend)
{
return base / max(blend, 0.0001);
}
float3 customBlend(float3 base, float3 blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float customBlend(float base, float blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float random(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
}
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
}
float3 random3(float3 p)
{
return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
}
float3 randomFloat3(float2 Seed, float maximum)
{
return (.5 + float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
) * .5) * (maximum);
}
float3 randomFloat3Range(float2 Seed, float Range)
{
return (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1) * Range;
}
float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
{
float3 rando = (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1);
float speed = 1 + wiggleSpeed;
return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
}
void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
{
float2 uv = ScreenPosition.xy * _ScreenParams.xy;
float DITHER_THRESHOLDS[16] = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}
static const float Epsilon = 1e-10;
// The weights of RGB contributions to luminance.
// Should sum to unity.
static const float3 HCYwts = float3(0.299, 0.587, 0.114);
static const float HCLgamma = 3;
static const float HCLy0 = 100;
static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
static const float3 wref = float3(1.0, 1.0, 1.0);
#define TAU 6.28318531
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R, G, B));
}
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 HSVtoRGB(in float3 HSV)
{
float3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}
float3 RGBtoHSV(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return float3(HCV.x, S, HCV.z);
}
float3 HSLtoRGB(in float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
float3 RGBtoHSL(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
{
// Optimization/adaptation of https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/GUI/ColorMutator.cs#L23 but skips weird photoshop stuff
float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
bool isSDR = maxColorComponent <= 1.0;
float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
baseLinearColor = scaleFactor * linearColorHDR;
}
float3 ApplyHDRExposure(float3 linearColor, float exposure)
{
return linearColor * pow(2, exposure);
}
// Transforms an RGB color using a matrix. Note that S and V are absolute values here
float3 ModifyViaHSV(float3 color, float h, float s, float v)
{
float3 colorHSV = RGBtoHSV(color);
colorHSV.x = frac(colorHSV.x + h);
colorHSV.y = saturate(colorHSV.y + s);
colorHSV.z = saturate(colorHSV.z + v);
return HSVtoRGB(colorHSV);
}
float3 ModifyViaHSV(float3 color, float3 HSVMod)
{
return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
}
float3 hueShift(float3 color, float hueOffset)
{
color = RGBtoHSV(color);
color.x = frac(hueOffset +color.x);
return HSVtoRGB(color);
}
// LCH
float xyzF(float t)
{
return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
}
float xyzR(float t)
{
return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
}
float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
{
float angleX = radians(x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float4x4 poiRotationMatrixFromAngles(float3 angles)
{
float angleX = radians(angles.x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(angles.y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(angles.z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float3 getCameraPosition()
{
#ifdef USING_STEREO_MATRICES
return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
#endif
return _WorldSpaceCameraPos;
}
half2 calcScreenUVs(half4 grabPos)
{
half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
#if UNITY_SINGLE_PASS_STEREO
uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
#else
uv.xy *= _ScreenParams.xy;
#endif
return uv;
}
float CalcMipLevel(float2 texture_coord)
{
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
float inverseLerp(float A, float B, float T)
{
return (T - A) / (B - A);
}
float inverseLerp2(float2 a, float2 b, float2 value)
{
float2 AB = b - a;
float2 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp3(float3 a, float3 b, float3 value)
{
float3 AB = b - a;
float3 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp4(float4 a, float4 b, float4 value)
{
float4 AB = b - a;
float4 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
/*
MIT License
Copyright (c) 2019 wraikny
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
VertexTransformShader is dependent on:
*/
float4 quaternion_conjugate(float4 v)
{
return float4(
v.x, -v.yzw
);
}
float4 quaternion_mul(float4 v1, float4 v2)
{
float4 result1 = (v1.x * v2 + v1 * v2.x);
float4 result2 = float4(
- dot(v1.yzw, v2.yzw),
cross(v1.yzw, v2.yzw)
);
return float4(result1 + result2);
}
// angle : radians
float4 get_quaternion_from_angle(float3 axis, float angle)
{
float sn = sin(angle * 0.5);
float cs = cos(angle * 0.5);
return float4(axis * sn, cs);
}
float4 quaternion_from_vector(float3 inVec)
{
return float4(0.0, inVec);
}
float degree_to_radius(float degree)
{
return (
degree / 180.0 * PI
);
}
float3 rotate_with_quaternion(float3 inVec, float3 rotation)
{
float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
float4 quaternion = normalize(MUL3(qx, qy, qz));
float4 conjugate = quaternion_conjugate(quaternion);
float4 inVecQ = quaternion_from_vector(inVec);
float3 rotated = (
MUL3(quaternion, inVecQ, conjugate)
).yzw;
return rotated;
}
float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
{
input.rgb *= (scale.xyz * scale.w);
input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
return input;
}
/*
MIT END
*/
float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
{
if (themeIndex == 0) return srcColor;
themeIndex -= 1;
if (themeIndex <= 3)
{
return poiMods.globalColorTheme[themeIndex];
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
return poiMods.globalColorTheme[themeIndex];
}
#endif
return srcColor;
}
float lilIsIn0to1(float f)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
}
float lilIsIn0to1(float f, float nv)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, nv));
}
float poiEdgeLinearNoSaturate(float value, float border)
{
return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
}
float poiEdgeLinearNoSaturate(float value, float border, float blur)
{
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeNonLinearNoSaturate(float value, float border)
{
//return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
float fwidthValue = fwidth(value);
return smoothstep(border - fwidthValue, border + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinear(float value, float border)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border));
}
float poiEdgeNonLinear(float value, float border, float blur)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
}
float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
}
float poiEdgeLinear(float value, float border)
{
return saturate(poiEdgeLinearNoSaturate(value, border));
}
float poiEdgeLinear(float value, float border, float blur)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur));
}
float poiEdgeLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
}
// From https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl
float3 OpenLitLinearToSRGB(float3 col)
{
return LinearToGammaSpace(col);
}
float3 OpenLitSRGBToLinear(float3 col)
{
return GammaToLinearSpace(col);
}
float OpenLitLuminance(float3 rgb)
{
#if defined(UNITY_COLORSPACE_GAMMA)
return dot(rgb, float3(0.22, 0.707, 0.071));
#else
return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
#endif
}
float OpenLitGray(float3 rgb)
{
return dot(rgb, float3(1.0/3.0, 1.0/3.0, 1.0/3.0));
}
void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
{
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 N = lightDirection * 0.666666;
float4 vB = N.xyzz * N.yzzx;
// L0 L2
float3 res = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
res.r += dot(unity_SHBr, vB);
res.g += dot(unity_SHBg, vB);
res.b += dot(unity_SHBb, vB);
res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
// L1
float3 l1;
l1.r = dot(unity_SHAr.rgb, N);
l1.g = dot(unity_SHAg.rgb, N);
l1.b = dot(unity_SHAb.rgb, N);
shMax = res + l1;
shMin = res - l1;
#if defined(UNITY_COLORSPACE_GAMMA)
shMax = OpenLitLinearToSRGB(shMax);
shMin = OpenLitLinearToSRGB(shMin);
#endif
#else
shMax = 0.0;
shMin = 0.0;
#endif
}
float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
{
float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
}
float3 OpenLitLightingDirectionForSH9()
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 lightDirectionForSH9 = sh9Dir + mainDir;
lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
return lightDirectionForSH9;
}
float3 OpenLitLightingDirection(float4 lightDirectionOverride)
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
return normalize(sh9DirAbs + mainDir + customDir);
}
float3 OpenLitLightingDirection()
{
float4 customDir = float4(0.001,0.002,0.001,0.0);
return OpenLitLightingDirection(customDir);
}
inline float4 CalculateFrustumCorrection()
{
float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
}
inline float CorrectedLinearEyeDepth(float z, float B)
{
return 1.0 / (z / UNITY_MATRIX_P._34 + B);
}
//Silent's code
float2 sharpSample( float4 texelSize , float2 p )
{
p = p*texelSize.zw;
float2 c = max(0.0, fwidth(p));
p = floor(p) + saturate(frac(p) / c);
p = (p - 0.5)*texelSize.xy;
return p;
}
void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
{
float valBlended = saturate(customBlend(poiMods.globalMask[index], val, blendType));
switch (index)
{
case 0: poiMods.globalMask[0] = valBlended; break;
case 1: poiMods.globalMask[1] = valBlended; break;
case 2: poiMods.globalMask[2] = valBlended; break;
case 3: poiMods.globalMask[3] = valBlended; break;
case 4: poiMods.globalMask[4] = valBlended; break;
case 5: poiMods.globalMask[5] = valBlended; break;
case 6: poiMods.globalMask[6] = valBlended; break;
case 7: poiMods.globalMask[7] = valBlended; break;
case 8: poiMods.globalMask[8] = valBlended; break;
case 9: poiMods.globalMask[9] = valBlended; break;
case 10: poiMods.globalMask[10] = valBlended; break;
case 11: poiMods.globalMask[11] = valBlended; break;
case 12: poiMods.globalMask[12] = valBlended; break;
case 13: poiMods.globalMask[13] = valBlended; break;
case 14: poiMods.globalMask[14] = valBlended; break;
case 15: poiMods.globalMask[15] = valBlended; break;
}
}
void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
{
switch (index)
{
case 0: vec[0] = value; break;
case 1: vec[1] = value; break;
case 2: vec[2] = value; break;
case 3: vec[3] = value; break;
}
}
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
//https://forum.unity.com/threads/point-light-in-v-f-shader.499717/ UGA BUGA, Unity Forums pogggggggg
float LightRange(int i) {
return (0.005 * sqrt(1000000.0 - unity_4LightAtten0[i])) / sqrt(unity_4LightAtten0[i]);
}
float4 GetLightPositionInObjectSpace(int i) {
return mul(unity_WorldToObject, float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1));
}
uint4 f32touint8(float4 input)
{
input.r = LinearToGammaSpaceExact(input.r);
input.g = LinearToGammaSpaceExact(input.g);
input.b = LinearToGammaSpaceExact(input.b);
return round(input * 255);
}
float decodeFloatFromARGB8(float4 rgba)
{
uint4 u = f32touint8(rgba);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
float decodeFloatFromARGB8File(float4 rgba)
{
uint4 u = round(rgba * 255);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SampleGrabpass(tex,uv) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(uv.xy, 0), 0)
#elif UNITY_SINGLE_PASS_STEREO
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.x * 0.5, uv.y,0,0))
#else
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.xy,0,0))
#endif
#define IsLightOrificeType(range,type) (abs(range - type) < 0.001)
#define IsLightAnyOrificeType(range) ((IsLightOrificeType(range,ID_RING)) || (IsLightOrificeType(range,ID_HOLE)))
#define VectorLengthIntoDirection(v,d) dot(v,d)
float FindTPSSystem(inout float3 orificePosition, inout float3 orificeNormal, inout float penetratorType, float penetratorLength) {
//find lights
float lightRanges[4];
float3 lightPositions[4];
float3 lightPositionsWorld[4];
[loop] for (int f = 0; f < 4; f++) {
lightPositions[f] = GetLightPositionInObjectSpace(f);
lightPositionsWorld[f] = length(mul(unity_ObjectToWorld, float4(lightPositions[f], 1)));
lightRanges[f] = LightRange(f);
}
//orifice hole + type
float closestOrfDist = 100000000;
[loop]for (int i = 0; i < 4; i++) {
if (abs(lightRanges[i] - ID_RING) < 0.001 || abs(lightRanges[i] - ID_HOLE) < 0.001) {
//Ceck if orifice light is in forward direction
if (dot(_TPS_PenetratorForward, lightPositions[i]) > 0) {
//Check if normal exisits
float3 foundNormal = -_TPS_PenetratorForward;
bool hasNormal = false;
[loop] for (int n = 0; n < 4; n++) {
//orifice normal
if (IsLightOrificeType(lightRanges[n], ID_NORM) && distance(lightPositionsWorld[n] , lightPositionsWorld[i]) < 0.05f) {
foundNormal = normalize(lightPositions[n] - lightPositions[i]);
hasNormal = true;
}
}
//if normal right direction and is cloest orifice
if (dot(foundNormal, _TPS_PenetratorForward) < 0 && length(lightPositions[i]) < closestOrfDist) {
closestOrfDist = length(lightPositions[i]);
orificePosition = lightPositions[i];
penetratorType = abs(lightRanges[i] - ID_HOLE) < 0.001 ? PENETRATORTYPE_HOLE : PENETRATORTYPE_RING;
orificeNormal = (float3)0 * (1 - hasNormal) + foundNormal * hasNormal;
}
}
}
}
//Guess normal of normal not existing
if (length(orificeNormal) == 0) {
orificeNormal = lerp(normalize(-orificePosition), -_TPS_PenetratorForward, max(dot(normalize(orificePosition), _TPS_PenetratorForward), 0.5));
}
#ifdef TPS_IsSkinnedMesh
return (closestOrfDist) < ((_TPS_SmoothStart+1) * penetratorLength);
#else
return (closestOrfDist) < (min(_TPS_SmoothStart+1,1.5) * penetratorLength);
#endif
}
//https://vicrucann.github.io/tutorials/bezier-shader/
float3 toBezier(float t, float3 P0, float3 P1, float3 P2, float3 P3)
{
float t2 = t * t;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
}
void ApplyTPSPenetrator(inout float4 vertex, inout float3 normal, inout float4 vertexColor, uint vertexId, float2 uv) {
float orificeType = (float3)0;
float3 orificePosition = (float3)0;
float3 orificeNormal = (float3)0;
// SMR Scale. Might be something to look into in the future, although fucked normals or different scaling into axis would mess with this
// scale = length(normal);
// Adjust pen length for scaled non skinned renderers
float penetratorLength = _TPS_PenetratorLength;
#ifndef TPS_IsSkinnedMesh
/*float3 scale = float3(
length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis
length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), // scale y axis
length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)) // scale z axis
);*/
// Mesh Renderers arent getting skinned => verticies are still in object space => _TPS_PenetratorLength needs to be scaled to object space
penetratorLength = _TPS_PenetratorLength / abs(VectorLengthIntoDirection(_TPS_PenetratorScale, _TPS_PenetratorForward));
#endif
//Idle shrinkage
float2 shrinkage = float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength);
//Idle Position
//Fix idle gravity
float3 targetPosition = _TPS_PenetratorForward * penetratorLength;
float3 targetNormal = -_TPS_PenetratorForward;
//Default values
float tpsSmoothStart = 0;
float tpsSmoothStart2 = 0;
float bezierSmoothness = _TPS_BezierSmoothness * penetratorLength;
float penetrationDepth = 0;
//Find tps system, calculate values
[branch] if (FindTPSSystem(orificePosition, orificeNormal, orificeType, penetratorLength) )
{
#ifdef TPS_IsSkinnedMesh
float smoothStartStart = _TPS_SmoothStart;
#else
float smoothStartStart = min(_TPS_SmoothStart,0.5);
#endif
tpsSmoothStart = saturate((penetratorLength * (1+smoothStartStart) - length(orificePosition)) / (penetratorLength * smoothStartStart));
tpsSmoothStart2 = saturate((penetratorLength - length(orificePosition)) / penetratorLength * 10);
float3 orifceTargetPos = normalize(orificePosition) * min(penetratorLength,length(orificePosition));
targetPosition = lerp(targetPosition, orifceTargetPos, tpsSmoothStart);
targetNormal = lerp(targetNormal, orificeNormal, tpsSmoothStart);
penetrationDepth = 1 - saturate(length(orificePosition) / penetratorLength);
//smoothness goes to 0 when close to oriface to prevent weird batching
bezierSmoothness = lerp(bezierSmoothness, 0, penetrationDepth);
shrinkage = lerp(float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength), float2(1, 1), saturate(tpsSmoothStart * 2));
}
//Vertex for skinned penetrators is read from texture
float3 penetratorVertex = vertex;
float3 penetratorNormal = normal;
#ifdef TPS_IsSkinnedMesh
//_TPS_BakedMesh =
int uvY = (vertexId * 6) / 8190.0;
int baseX = (vertexId * 6) % 8190;
penetratorVertex.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 0, uvY, 0)));
penetratorVertex.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 1, uvY, 0)));
penetratorVertex.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 2, uvY, 0)));
penetratorNormal.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 3, uvY, 0)));
penetratorNormal.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 4, uvY, 0)));
penetratorNormal.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 5, uvY, 0)));
penetratorVertex = penetratorVertex * _TPS_PenetratorScale;
#endif
float penZ = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorForward);
vertexColor.a = penZ / penetratorLength;
float3 bezier0 = _TPS_PenetratorForward * _TPS_BezierStart;
float3 bezier0Out = bezier0 + _TPS_PenetratorForward * bezierSmoothness;
float3 bezier1 = targetPosition;
float3 bezier1In = bezier1 + targetNormal * bezierSmoothness;
float bezierStrengthUncapped = ((penZ - _TPS_BezierStart) / distance(bezier0, bezier1));
float bezierStrength = saturate(bezierStrengthUncapped);
//Bezier curve, calculate two points, calculate forward, right, up vectors
float3 bezierPoint = toBezier(bezierStrength, bezier0, bezier0Out, bezier1In, bezier1);
float3 bezierPoint2 = toBezier(bezierStrength + 0.01f, bezier0, bezier0Out, bezier1In, bezier1);
if (orificeType == PENETRATORTYPE_RING && bezierStrength == 1 && tpsSmoothStart == 1) {
bezierPoint = orificePosition + (penZ - _TPS_BezierStart - length(orificePosition.xyz)) * -orificeNormal;
bezierPoint2 = bezierPoint - orificeNormal;
}
float3 penDirectionRight = normalize(cross(_TPS_PenetratorUp, normalize(bezier1 - bezier0)));
float3 penDirectionUp = normalize(cross(normalize(bezier1 - bezier0), penDirectionRight));
float3 bezierForward = normalize(bezierPoint2 - bezierPoint);
float3 bezierRight = normalize(cross(penDirectionUp, bezierForward));
float3 bezierUp = normalize(cross(bezierForward, bezierRight));
//Mask for skinned mesh renderer
#ifdef TPS_IsSkinnedMesh
if(length(penetratorNormal) == 0){
bezierStrength = 0;
vertexColor.a = 0;
}
#else
float4 mask = tex2Dlod(_TPS_BakedMesh, float4(uv.xy, 0, 0));
bezierStrength *= mask.r;
vertexColor.a *= mask.r;
#endif
if(_TPS_AnimatedToggle == 0){
bezierStrength = 0;
}
//calculate new position and normal
if (bezierStrength > 0) {
//pumping
float sizeChange = 1;
if (_TPS_PumpingStrength > 0) {
sizeChange *= lerp(1 - _TPS_PumpingStrength * tpsSmoothStart2, 1 + _TPS_PumpingStrength * tpsSmoothStart2, abs(sin(_Time.y * -_TPS_PumpingSpeed + bezierStrengthUncapped / _TPS_PumpingWidth)));
}
//buldging + squeezing
float buldgeLerp = 0;
if (bezierStrength < 1 - _TPS_BuldgeFalloffDistance)
buldgeLerp = saturate((bezierStrength - 1 + _TPS_BuldgeDistance + _TPS_BuldgeFalloffDistance) / _TPS_BuldgeDistance);
else
buldgeLerp = saturate((-bezierStrength + 1) / _TPS_BuldgeFalloffDistance);
//Squeezing while outside oriface makes penetrator looks weirly streched
float squeeze = lerp(0, _TPS_Squeeze, saturate(penetrationDepth * 20));
sizeChange *= lerp(1, 1 - squeeze, saturate(1 - abs(bezierStrengthUncapped - 1) / _TPS_SqueezeDistance) * tpsSmoothStart);
sizeChange *= lerp(1, 1 + _TPS_Buldge, buldgeLerp * tpsSmoothStart2);
//Calc idle shrinkage
shrinkage = lerp(1, shrinkage, saturate((penZ - _TPS_BezierStart) * 20));
//Apply vertex + normal
float x = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorRight);
float y = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorUp);
float3 normalX = VectorLengthIntoDirection(normal, _TPS_PenetratorRight);
float3 normalY = VectorLengthIntoDirection(normal, _TPS_PenetratorUp);
float3 normalZ = VectorLengthIntoDirection(normal, _TPS_PenetratorForward);
//TODO This is technically not correct for skinned meshes. Might want to revisit idle stuff in the future
float3 vertexZ = _TPS_PenetratorForward * VectorLengthIntoDirection(vertex, _TPS_PenetratorForward);
float3 vertexXY = vertex.xyz - vertexZ;
vertex.xyz = shrinkage.y * vertexZ + shrinkage.x * vertexXY;
vertex.xyz = lerp(vertex.xyz, bezierPoint + x * bezierRight * sizeChange + y * bezierUp * sizeChange, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
normal.xyz = lerp(normal.xyz, normalX * bezierRight + normalY * bezierUp + normalZ * bezierForward, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
}
}
float TPSBufferedDepth(float3 vertex, float4 vertexColor) {
return saturate((vertexColor.a - (1 - _TPS_BufferedDepth)) * 10) * _TPS_BufferedStrength;
}
#endif
//endex
VertexOut vert(
#ifndef POI_TESSELLATED
appdata v
#else
tessAppData v
#endif
)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOut o;
PoiInitStruct(VertexOut, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#ifdef POI_TESSELLATED
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
#endif
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
UNITY_BRANCH
if(_UDIMDiscardMode == 0) // Discard Vertices instead of just pixels
{
// Branchless (inspired by s-ilent)
float2 udim = 0;
// Select UV
udim += (v.uv0.xy * (_UDIMDiscardUV == 0));
udim += (v.uv1.xy * (_UDIMDiscardUV == 1));
udim += (v.uv2.xy * (_UDIMDiscardUV == 2));
udim += (v.uv3.xy * (_UDIMDiscardUV == 3));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscarded) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 audioLinkBands = 0;
float3 ALrotation = 0;
float3 ALLocalTranslation = 0;
float3 CTALRotation = 0;
float3 ALScale = 0;
float3 ALWorldTranslation = 0;
float ALHeight = 0;
float ALRoundingAmount = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexAudioLinkEnabled)
{
audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
if (any(_VertexLocalTranslationALMin) || any(_VertexLocalTranslationALMax))
{
ALLocalTranslation = lerp(_VertexLocalTranslationALMin, _VertexLocalTranslationALMax, audioLinkBands[_VertexLocalTranslationALBand]);
}
if (any(_VertexLocalRotationAL))
{
ALrotation = audioLinkBands[_VertexLocalRotationALBand] * _VertexLocalRotationAL;
}
if (any(_VertexLocalRotationCTALSpeed))
{
CTALRotation.x = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeX, _VertexLocalRotationCTALBandX) * _VertexLocalRotationCTALSpeed.x * 360;
CTALRotation.y = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeY, _VertexLocalRotationCTALBandY) * _VertexLocalRotationCTALSpeed.y * 360;
CTALRotation.z = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeZ, _VertexLocalRotationCTALBandZ) * _VertexLocalRotationCTALSpeed.z * 360;
}
if (any(_VertexLocalScaleALMin) || any(_VertexLocalScaleALMax))
{
ALScale = lerp(_VertexLocalScaleALMin.xyz + _VertexLocalScaleALMin.w, _VertexLocalScaleALMax.xyz + _VertexLocalScaleALMax.w, audioLinkBands[_VertexLocalScaleALBand]);
}
if (any(_VertexWorldTranslationALMin) || any(_VertexWorldTranslationALMax))
{
ALWorldTranslation = lerp(_VertexWorldTranslationALMin, _VertexWorldTranslationALMax, audioLinkBands[_VertexWorldTranslationALBand]);
}
if (any(_VertexManipulationHeightAL))
{
ALHeight = lerp(_VertexManipulationHeightAL.x, _VertexManipulationHeightAL.y, audioLinkBands[_VertexManipulationHeightBand]);
}
if (any(_VertexRoundingRangeAL))
{
ALRoundingAmount = lerp(_VertexRoundingRangeAL.x, _VertexRoundingRangeAL.y, audioLinkBands[_VertexRoundingRangeBand]);
}
}
#endif
// Local Transformation
float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + _VertexManipulationLocalRotationSpeed * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0), rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
o.normal = UnityObjectToWorldNormal(v.normal);
#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, _VertexManipulationHeightMaskUV), _VertexManipulationHeightMask_ST) + _VertexManipulationHeightMaskPan * _Time.x, 0, 0))[_VertexManipulationHeightMaskChannel] - _VertexManipulationHeightBias) * (_VertexManipulationHeight + ALHeight) * o.normal;
#else
float3 heightOffset = (_VertexManipulationHeight + ALHeight) * o.normal;
#endif
if (_VertexBarrelMode)
{
v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * _VertexBarrelWidth + v.vertex.xz * _VertexBarrelHeight, _VertexBarrelAlpha);
}
v.vertex.xyz += mul(unity_WorldToObject, _VertexManipulationWorldTranslation.xyz + ALWorldTranslation + heightOffset).xyz;
// rounding
UNITY_BRANCH
if (_VertexRoundingEnabled)
{
float divisionAmount = max(_VertexRoundingDivision + ALRoundingAmount, 0.0000001);
float3 vertexPos = v.vertex.xyz;
if (_VertexRoundingSpace == 0)
{
vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
}
float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
v.vertex.xyz = worldRoundPosition;
if (_VertexRoundingSpace == 0)
{
v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
}
}
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
UNITY_BRANCH
if(_UVTileDissolveEnabled && _UVTileDissolveDiscardAtMax)
{
// Branchless (inspired by s-ilent)
float2 dissolveUdim = 0;
// Select UV
dissolveUdim += (v.uv0.xy * (_UVTileDissolveUV == 0));
dissolveUdim += (v.uv1.xy * (_UVTileDissolveUV == 1));
dissolveUdim += (v.uv2.xy * (_UVTileDissolveUV == 2));
dissolveUdim += (v.uv3.xy * (_UVTileDissolveUV == 3));
float isDiscardedFromDissolve = 0;
float4 xMaskDissolve = float4( (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0==1, _UVTileDissolveAlpha_Row0_1==1, _UVTileDissolveAlpha_Row0_2==1, _UVTileDissolveAlpha_Row0_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0==1, _UVTileDissolveAlpha_Row1_1==1, _UVTileDissolveAlpha_Row1_2==1, _UVTileDissolveAlpha_Row1_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0==1, _UVTileDissolveAlpha_Row2_1==1, _UVTileDissolveAlpha_Row2_2==1, _UVTileDissolveAlpha_Row2_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0==1, _UVTileDissolveAlpha_Row3_1==1, _UVTileDissolveAlpha_Row3_2==1, _UVTileDissolveAlpha_Row3_3==1), xMaskDissolve);
isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscardedFromDissolve) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float notVisible = 0;
if (_VisibilityMode == 1) // VRC
{
float mirrorMode = VRCMirrorMode();
float cameraMode = VRCCameraMode();
notVisible += (!_VisibilityVRCRegular && ((mirrorMode == 0) && (cameraMode == 0)));
notVisible += (!_VisibilityVRCMirrorVR && (mirrorMode == 1));
notVisible += (!_VisibilityVRCMirrorDesktop && (mirrorMode == 2));
notVisible += (!_VisibilityVRCCameraVR && (cameraMode == 1));
notVisible += (!_VisibilityVRCCameraDesktop && (cameraMode == 2));
notVisible += (!_VisibilityVRCCameraScreenshot && (cameraMode == 3));
}
else if (_Mirror != 0) // Generic (CVR, etc)
{
notVisible += (_Mirror == 1) ^ IsInMirror();
}
if(notVisible) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
ApplyTPSPenetrator(v.vertex, v.normal, v.color, v.vertexId, v.uv0);
#endif
//endex
o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
o.objNormal = v.normal;
o.normal = UnityObjectToWorldNormal(v.normal);
o.tangent = UnityObjectToWorldDir(v.tangent);
o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
o.vertexColor = v.color;
o.uv[0] = v.uv0;
o.uv[1] = v.uv1;
o.uv[2] = v.uv2;
o.uv[3] = v.uv3;
#if defined(LIGHTMAP_ON)
o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.localPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
float3 localOffset = float3(0, 0, 0);
float3 worldOffset = float3(0, 0, 0);
//ifex _VertexGlitchingEnabled==0
#if defined(POI_VERTEX_GLITCHING)
bool canGlitch = true;
if (_VertexGlitchMirrorEnable && _VertexGlitchMirror > 0)
{
bool inMirror = IsInMirror();
if (_VertexGlitchMirror == 1 && !inMirror) canGlitch = false;
if (_VertexGlitchMirror == 2 && inMirror) canGlitch = false;
}
if (canGlitch)
{
float3 forward = getCameraPosition() - mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
forward.y = 0;
forward = normalize(forward);
float3 glitchDirection = normalize(cross(float3(0, 1, 0), forward));
float glitchAmount = 0;
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
// if(_VertexGlitchingUseTexture)
// {
float uvl = o.worldPos.y * _VertexGlitchDensity + _Time.x * _VertexGlitchMapPanSpeed;
float uvr = o.worldPos.y * _VertexGlitchDensity - _Time.x * _VertexGlitchMapPanSpeed;
float3 glitchTextureL = 1;
float3 glitchTextureR = 1;
#if defined(POI_VERTEX_GLITCHING_TEXTURE) || !defined(OPTIMIZER_ENABLED)
glitchTextureL = tex2Dlod(_VertexGlitchMap, float4(uvl, uvl, 0, 0)).rgb;
glitchTextureR = tex2Dlod(_VertexGlitchMap, float4(uvr, uvr, 0, 0)).rgb;
#endif
glitchAmount += (glitchTextureL.r - 0.5) * 2;
glitchAmount += - (glitchTextureR.r - 0.5) * 2;
glitchAmount += (glitchTextureL.g - 0.5) * 2;
glitchAmount += - (glitchTextureR.b - 0.5) * 2;
// } else {
#else
glitchAmount += frac(sin(dot(_Time.xy + o.worldPos.y, float2(12.9898, 78.233))) * 43758.5453123) * 2 - 1;
// }
#endif
float time = _Time.y * _VertexGlitchFrequency;
float randomGlitch = (sin(time) + sin(2.2 * time + 5.52) + sin(2.9 * time + 0.93) + sin(4.6 * time + 8.94)) / 4;
float3 glitchOffset = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexGlitchingAudioLinkEnabled)
{
// float4 audioLinkData = AudioLinkData(ALPASS_AUDIOBASS);
float audioIntensity =
AudioLinkData(ALPASS_AUDIOBASS).r * (_VertexGlitchingAudioLinkBand == 0) +
AudioLinkData(ALPASS_AUDIOLOWMIDS).r * (_VertexGlitchingAudioLinkBand == 1) +
AudioLinkData(ALPASS_AUDIOHIGHMIDS).r * (_VertexGlitchingAudioLinkBand == 2) +
AudioLinkData(ALPASS_AUDIOTREBLE).r * (_VertexGlitchingAudioLinkBand == 3) +
AudioLinkData(ALPASS_FILTEREDVU_INTENSITY).r * (_VertexGlitchingAudioLinkBand == 4);
if(_VertexGlitchingAudiolinkOverride)
{
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
// glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
}
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
}
#else
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
#endif
localOffset += glitchOffset;
worldOffset += mul(unity_ObjectToWorld, glitchOffset);
}
#endif
//endex
#ifdef POI_PASS_OUTLINE
float outlineMask = tex2Dlod(_OutlineMask, float4(poiUV(vertexUV(v, _OutlineMaskUV), _OutlineMask_ST) + _Time.x * _OutlineMaskPan, 0, 0))[_OutlineMaskChannel];
//UNITY_BRANCH
if (_OutlineVertexColorMask > 0)
{
outlineMask *= lerp(1, v.color[_OutlineVertexColorMask - 1], _OutlineVertexColorMaskStrength);
}
float3 outlineNormal = _OutlineSpace ? o.normal : v.normal;
//UNITY_BRANCH
if (_OutlineUseVertexColorNormals)
{
float3 outlineTangent;
float3 outlineBinormal;
if (_OutlineSpace) // 0 Local, 1 World
{
outlineTangent = o.tangent;
outlineBinormal = o.binormal;
}
else
{
outlineTangent = v.tangent.xyz;
outlineBinormal = normalize(cross(outlineNormal, outlineTangent)) * (v.tangent.w * length(outlineNormal));
}
float3 outlineVectorTS = v.color.rgb * 2.0 - 1.0;
outlineNormal = outlineVectorTS.x * outlineTangent + outlineVectorTS.y * outlineBinormal + outlineVectorTS.z * outlineNormal;
}
half offsetMultiplier = 1;
half distanceOffset = 1;
//UNITY_BRANCH
if (_OutlineFixedSize)
{
distanceOffset *= min(distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, o.localPos).xyz), _OutlinesMaxDistance);
}
float lineWidth = _LineWidth;
#ifdef POI_AUDIOLINK
// Due to PoiMods.audioLink being frag only I'll just
// recreate what it does here for this vertex function
//UNITY_BRANCH
if (_AudioLinkAnimToggle)
{
if (LumaIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, LumaData(0.578, 0.515)[_AudioLinkOutlineSizeBand / 2]);
}
else if (AudioLinkIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, AudioLinkData(uint2(0, _AudioLinkOutlineSizeBand)));
}
}
#endif
float3 offset = outlineNormal * (lineWidth * _EnableOutlines / 100) * outlineMask * distanceOffset;
//UNITY_BRANCH
if (_OutlineExpansionMode == 2)
{
float3 lightDirection = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
offsetMultiplier = saturate(dot(lightDirection, outlineNormal));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, outlineNormal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
offset *= distanceOffset;
}
if (_OutlineSpace == 0)
{
localOffset += offset;
worldOffset += mul(unity_ObjectToWorld, offset);
}
else
{
localOffset += mul(unity_WorldToObject, offset);
worldOffset += offset;
}
#endif
o.localPos.rgb += localOffset;
o.worldPos.rgb += worldOffset;
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE) && (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
applyDepthBulgeFX(o);
#endif
//endex
o.pos = UnityObjectToClipPos(o.localPos);
#ifdef POI_PASS_OUTLINE
#if defined(UNITY_REVERSED_Z)
//DX
o.pos.z += _Offset_Z * - 0.01;
#else
//OpenGL
o.pos.z += _Offset_Z * 0.01;
#endif
#endif
o.grabPos = ComputeGrabScreenPos(o.pos);
#ifndef FORWARD_META_PASS
#if !defined(UNITY_PASS_SHADOWCASTER)
UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
#else
v.vertex.xyz = o.localPos.xyz;
TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
#endif
#endif
UNITY_TRANSFER_FOG(o, o.pos);
if (_RenderingReduceClipDistance)
{
if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
{
o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
}
}
#ifdef POI_PASS_META
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
#endif
#if defined(GRAIN)
float4 worldDirection;
worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
o.worldDirection = worldDirection;
#endif
return o;
}
float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
/*
#ifdef
, out float depth : SV_DEPTH
#endif
*/
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return float4(1,1,1,1);
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardBase" }
Stencil
{
Ref [_StencilRef]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
//ifex _StencilType==1
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
//endex
//ifex _StencilType==0
CompBack [_StencilBackCompareFunction]
PassBack [_StencilBackPassOp]
FailBack [_StencilBackFailOp]
ZFailBack [_StencilBackZFailOp]
CompFront [_StencilFrontCompareFunction]
PassFront [_StencilFrontPassOp]
FailFront [_StencilFrontFailOp]
ZFailFront [_StencilFrontZFailOp]
//endex
}
ZWrite [_ZWrite]
Cull [_Cull]
AlphaToMask [_AlphaToCoverage]
ZTest [_ZTest]
ColorMask [_ColorMask]
Offset [_OffsetFactor], [_OffsetUnits]
BlendOp [_BlendOp], [_BlendOpAlpha]
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
CGPROGRAM
/*
// Disable warnings we aren't interested in
#if defined(UNITY_COMPILER_HLSL)
#pragma warning(disable : 3205) // conversion of larger type to smaller
#pragma warning(disable : 3568) // unknown pragma ignored
#pragma warning(disable : 3571) // "pow(f,e) will not work for negative f"; however in majority of our calls to pow we know f is not negative
#pragma warning(disable : 3206) // implicit truncation of vector type
#endif
*/
#pragma target 5.0
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
#pragma shader_feature_local _STOCHASTICMODE_DELIOT_HEITZ _STOCHASTICMODE_HEXTILE _STOCHASTICMODE_NONE
//ifex _GlobalMaskTexturesEnable==0
#pragma shader_feature_local POI_GLOBALMASK_TEXTURES
//endex
//ifex _EnableUDIMDiscardOptions==0
#pragma shader_feature_local POI_UDIMDISCARD
//endex
//ifex _EnableDistortion==0
#pragma shader_feature USER_LUT
//endex
//ifex _PoiParallax==0
#pragma shader_feature_local POI_PARALLAX
//endex
//ifex _EnableAudioLink==0
#pragma shader_feature_local POI_AUDIOLINK
//endex
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_ENABLE
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE
#pragma shader_feature_local POI_VERTEXLIGHT_ON
//ifex _MainColorAdjustToggle==0
#pragma shader_feature COLOR_GRADING_HDR
//endex
//#pragma shader_feature KEYWORD
//ifex _DetailEnabled==0
#pragma shader_feature FINALPASS
//endex
//ifex _VertexManipulationsEnabled==0
#pragma shader_feature AUTO_EXPOSURE
//endex
//ifex _VertexGlitchingEnabled==0
#pragma shader_feature_local POI_VERTEX_GLITCHING
#pragma shader_feature_local POI_VERTEX_GLITCHING_TEXTURE
//endex
//ifex _EnableDepthBulge==0
#pragma shader_feature_local POI_DEPTHBULGE
//endex
//ifex _BackFaceEnabled!=1
#pragma shader_feature_local POI_BACKFACE
//endex
//ifex _RGBMaskEnabled==0
#pragma shader_feature VIGNETTE
#pragma shader_feature GEOM_TYPE_MESH
//endex
//ifex _DecalEnabled==0
#pragma shader_feature GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#pragma shader_feature GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
//endex
//ifex _EnableDissolve==0
#pragma shader_feature DISTORT
//endex
//ifex _ShadingEnabled==0
#pragma shader_feature_local VIGNETTE_MASKED
#pragma shader_feature_local _LIGHTINGMODE_TEXTURERAMP _LIGHTINGMODE_MULTILAYER_MATH _LIGHTINGMODE_SHADEMAP _LIGHTINGMODE_REALISTIC _LIGHTINGMODE_WRAPPED _LIGHTINGMODE_SKIN _LIGHTINGMODE_FLAT _LIGHTINGMODE_CLOTH _LIGHTINGMODE_SDF
//endex
//ifex _EnableAniso==0
#pragma shader_feature_local POI_ANISOTROPICS
//endex
//ifex _MatcapEnable==0
#pragma shader_feature_local POI_MATCAP0
#pragma shader_feature_local POI_MATCAP0_CUSTOM_NORMAL
//endex
//ifex _Matcap2Enable==0
#pragma shader_feature COLOR_GRADING_HDR_3D
#pragma shader_feature_local POI_MATCAP1_CUSTOM_NORMAL
//endex
//ifex _Matcap3Enable==0
#pragma shader_feature_local POI_MATCAP2
#pragma shader_feature_local POI_MATCAP2_CUSTOM_NORMAL
//endex
//ifex _Matcap4Enable==0
#pragma shader_feature_local POI_MATCAP3
#pragma shader_feature_local POI_MATCAP3_CUSTOM_NORMAL
//endex
//ifex _CubeMapEnabled==0
#pragma shader_feature_local _CUBEMAP
//endex
//ifex _EnableALDecal==0
#pragma shader_feature_local POI_AL_DECAL
//endex
//ifex _EnableFlipbook==0
#pragma shader_feature _SUNDISK_HIGH_QUALITY
//endex
//ifex _EnableEmission==0
#pragma shader_feature _EMISSION
//endex
//ifex _EnableEmission1==0
#pragma shader_feature_local POI_EMISSION_1
//endex
//ifex _EnableEmission2==0
#pragma shader_feature_local POI_EMISSION_2
//endex
//ifex _EnableEmission3==0
#pragma shader_feature_local POI_EMISSION_3
//endex
//ifex _EnableRimLighting==0
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _RIMSTYLE_POIYOMI _RIMSTYLE_UTS2 _RIMSTYLE_LILTOON
//endex
//ifex _EnableRim2Lighting==0
#pragma shader_feature_local POI_RIM2
#pragma shader_feature_local _RIM2STYLE_POIYOMI _RIM2STYLE_UTS2 _RIM2STYLE_LILTOON
//endex
//ifex _EnableDepthRimLighting==0
#pragma shader_feature_local _POI_DEPTH_RIMLIGHT
//endex
//ifex _GlitterEnable==0
#pragma shader_feature _SUNDISK_SIMPLE
//endex
//ifex _SubsurfaceScattering==0
#pragma shader_feature_local POI_SUBSURFACESCATTERING
//endex
//ifex _MochieBRDF==0
#pragma shader_feature_local MOCHIE_PBR
//endex
//ifex _ClearCoatBRDF==0
#pragma shader_feature_local POI_CLEARCOAT
//endex
//ifex _EnableEnvironmentalRim==0
#pragma shader_feature_local POI_ENVIRORIM
//endex
//ifex _StylizedSpecular==0
#pragma shader_feature_local POI_STYLIZED_StylizedSpecular
//endex
//ifex _EnablePathing==0
#pragma shader_feature_local POI_PATHING
//endex
//ifex _EnableMirrorOptions==0
#pragma shader_feature_local POI_MIRROR
//endex
//ifex _EnableTouchGlow==0
#pragma shader_feature GRAIN
//endex
//ifex _EnableIridescence==0
#pragma shader_feature_local POI_IRIDESCENCE
//endex
//ifex _BlackLightMaskingEnabled==0
#pragma shader_feature_local POI_BLACKLIGHTMASKING
//endex
//ifex _TextEnabled==0
#pragma shader_feature EFFECT_BUMP
//endex
//ifex _PostProcess==0
#pragma shader_feature_local POSTPROCESS
//endex
//ifex _TPSPenetratorEnabled==0
#pragma shader_feature_local TPS_Penetrator
#pragma shader_feature_local TPS_IsSkinnedMesh
//endex
//ifex _NormalCorrect==0
#pragma shader_feature_local POI_NORMALCORRECT
//endex
//ifex _PoiInternalParallax==0
#pragma shader_feature_local POI_INTERNALPARALLAX
//endex
//ifex _EnableTruchet!=1
#pragma shader_feature_local POI_TRUCHET
//endex
//ifex _BacklightEnabled!=1
#pragma shader_feature_local POI_BACKLIGHT
//endex
#pragma multi_compile_fwdbase
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile _ VERTEXLIGHT_ON
#define POI_PASS_BASE
// UNITY Includes
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityPBSLighting.cginc"
#ifdef POI_PASS_META
#include "UnityMetaPass.cginc"
#endif
#pragma vertex vert
#pragma fragment frag
#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
#define PI float(3.14159265359)
#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
#define POI2D(tex, uv) (tex2D(tex, uv))
#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_MAINTEX_SAMPLER_PAN_INLINED(tex, poiMesh) (POI2D_SAMPLER_PAN(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan))
#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
#define POI_SAFE_RGBA mainTexture
#if defined(UNITY_COMPILER_HLSL)
#define PoiInitStruct(type, name) name = (type)0;
#else
#define PoiInitStruct(type, name)
#endif
#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
#define POI_NAN (asfloat(-1))
#define POI_MODE_OPAQUE 0
#define POI_MODE_CUTOUT 1
#define POI_MODE_FADE 2
#define POI_MODE_TRANSPARENT 3
#define POI_MODE_ADDITIVE 4
#define POI_MODE_SOFTADDITIVE 5
#define POI_MODE_MULTIPLICATIVE 6
#define POI_MODE_2XMULTIPLICATIVE 7
#define POI_MODE_TRANSCLIPPING 9
/*
Texture2D ;
float4 _ST;
float2 Pan;
float UV;
float Stochastic;
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7 )]
*/
#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
//ifex _EnableAudioLink==0
// Map of where features in AudioLink are.
#define ALPASS_DFT uint2(0,4) //Size: 128, 2
#define ALPASS_WAVEFORM uint2(0,6) //Size: 128, 16
#define ALPASS_AUDIOLINK uint2(0,0) //Size: 128, 4
#define ALPASS_AUDIOBASS uint2(0,0) //Size: 128, 1
#define ALPASS_AUDIOLOWMIDS uint2(0,1) //Size: 128, 1
#define ALPASS_AUDIOHIGHMIDS uint2(0,2) //Size: 128, 1
#define ALPASS_AUDIOTREBLE uint2(0,3) //Size: 128, 1
#define ALPASS_AUDIOLINKHISTORY uint2(1,0) //Size: 127, 4
#define ALPASS_GENERALVU uint2(0,22) //Size: 12, 1
#define ALPASS_CCINTERNAL uint2(12,22) //Size: 12, 2
#define ALPASS_CCCOLORS uint2(25,22) //Size: 11, 1
#define ALPASS_CCSTRIP uint2(0,24) //Size: 128, 1
#define ALPASS_CCLIGHTS uint2(0,25) //Size: 128, 2
#define ALPASS_AUTOCORRELATOR uint2(0,27) //Size: 128, 1
#define ALPASS_GENERALVU_INSTANCE_TIME uint2(2,22)
#define ALPASS_GENERALVU_LOCAL_TIME uint2(3,22)
#define ALPASS_GENERALVU_NETWORK_TIME uint2(4,22)
#define ALPASS_GENERALVU_PLAYERINFO uint2(6,22)
// Added in version 2.5
#define ALPASS_FILTEREDAUDIOLINK uint2(0,28) //Size: 16, 4
// Added in version 2.6
#define ALPASS_CHRONOTENSITY uint2(16,28) //Size: 8, 4
#define ALPASS_THEME_COLOR0 uint2(0,23)
#define ALPASS_THEME_COLOR1 uint2(1,23)
#define ALPASS_THEME_COLOR2 uint2(2,23)
#define ALPASS_THEME_COLOR3 uint2(3,23)
#define ALPASS_FILTEREDVU uint2(24,28) //Size: 4, 4
#define ALPASS_FILTEREDVU_INTENSITY uint2(24,28) //Size: 4, 1
#define ALPASS_FILTEREDVU_MARKER uint2(24,29) //Size: 4, 1
// Some basic constants to use (Note, these should be compatible with
// future version of AudioLink, but may change.
#define AUDIOLINK_SAMPHIST 3069 // Internal use for algos, do not change.
#define AUDIOLINK_SAMPLEDATA24 2046
#define AUDIOLINK_EXPBINS 24
#define AUDIOLINK_EXPOCT 10
#define AUDIOLINK_ETOTALBINS (AUDIOLINK_EXPBINS * AUDIOLINK_EXPOCT)
#define AUDIOLINK_WIDTH 128
#define AUDIOLINK_SPS 48000 // Samples per second
#define AUDIOLINK_ROOTNOTE 0
#define AUDIOLINK_4BAND_FREQFLOOR 0.123
#define AUDIOLINK_4BAND_FREQCEILING 1
#define AUDIOLINK_BOTTOM_FREQUENCY 13.75
#define AUDIOLINK_BASE_AMPLITUDE 2.5
#define AUDIOLINK_DELAY_COEFFICIENT_MIN 0.3
#define AUDIOLINK_DELAY_COEFFICIENT_MAX 0.9
#define AUDIOLINK_DFT_Q 4.0
#define AUDIOLINK_TREBLE_CORRECTION 5.0
// ColorChord constants
#define COLORCHORD_EMAXBIN 192
#define COLORCHORD_IIR_DECAY_1 0.90
#define COLORCHORD_IIR_DECAY_2 0.85
#define COLORCHORD_CONSTANT_DECAY_1 0.01
#define COLORCHORD_CONSTANT_DECAY_2 0.0
#define COLORCHORD_NOTE_CLOSEST 3.0
#define COLORCHORD_NEW_NOTE_GAIN 8.0
#define COLORCHORD_MAX_NOTES 10
uniform float4 _AudioTexture_TexelSize;
#ifdef SHADER_TARGET_SURFACE_ANALYSIS
#define AUDIOLINK_STANDARD_INDEXING
#endif
// Mechanism to index into texture.
#ifdef AUDIOLINK_STANDARD_INDEXING
sampler2D _AudioTexture;
#define AudioLinkData(xycoord) tex2Dlod(_AudioTexture, float4(uint2(xycoord) * _AudioTexture_TexelSize.xy, 0, 0))
#else
uniform Texture2D _AudioTexture;
SamplerState sampler_AudioTexture;
#define AudioLinkData(xycoord) _AudioTexture[uint2(xycoord)]
#endif
uniform sampler2D _Stored;
uniform float4 _Stored_TexelSize;
#define LumaData(x,y) tex2Dlod(_Stored, float4(x, y, 0, 0))
//endex
float _Mode;
float _StochasticDeliotHeitzDensity;
float _StochasticHexGridDensity;
float _StochasticHexRotationStrength;
float _StochasticHexFallOffContrast;
float _StochasticHexFallOffPower;
float4 _GlobalThemeColor0;
float4 _GlobalThemeColor1;
float4 _GlobalThemeColor2;
float4 _GlobalThemeColor3;
float _GlobalThemeHue0;
float _GlobalThemeHue1;
float _GlobalThemeHue2;
float _GlobalThemeHue3;
float _GlobalThemeHueSpeed0;
float _GlobalThemeHueSpeed1;
float _GlobalThemeHueSpeed2;
float _GlobalThemeHueSpeed3;
float _GlobalThemeSaturation0;
float _GlobalThemeSaturation1;
float _GlobalThemeSaturation2;
float _GlobalThemeSaturation3;
float _GlobalThemeValue0;
float _GlobalThemeValue1;
float _GlobalThemeValue2;
float _GlobalThemeValue3;
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
#if defined(PROP_GLOBALMASKTEXTURE0) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture0;
#endif
float4 _GlobalMaskTexture0_ST;
float2 _GlobalMaskTexture0Pan;
float _GlobalMaskTexture0UV;
int _GlobalMaskTexture0Split;
float4 _GlobalMaskTexture0SplitTilingOffset_G;
float4 _GlobalMaskTexture0SplitPan_G;
float4 _GlobalMaskTexture0SplitTilingOffset_B;
float4 _GlobalMaskTexture0SplitPan_B;
float4 _GlobalMaskTexture0SplitTilingOffset_A;
float4 _GlobalMaskTexture0SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture1;
#endif
float4 _GlobalMaskTexture1_ST;
float2 _GlobalMaskTexture1Pan;
float _GlobalMaskTexture1UV;
int _GlobalMaskTexture1Split;
float4 _GlobalMaskTexture1SplitTilingOffset_G;
float4 _GlobalMaskTexture1SplitPan_G;
float4 _GlobalMaskTexture1SplitTilingOffset_B;
float4 _GlobalMaskTexture1SplitPan_B;
float4 _GlobalMaskTexture1SplitTilingOffset_A;
float4 _GlobalMaskTexture1SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE2) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture2;
#endif
float4 _GlobalMaskTexture2_ST;
float2 _GlobalMaskTexture2Pan;
float _GlobalMaskTexture2UV;
int _GlobalMaskTexture2Split;
float4 _GlobalMaskTexture2SplitTilingOffset_G;
float4 _GlobalMaskTexture2SplitPan_G;
float4 _GlobalMaskTexture2SplitTilingOffset_B;
float4 _GlobalMaskTexture2SplitPan_B;
float4 _GlobalMaskTexture2SplitTilingOffset_A;
float4 _GlobalMaskTexture2SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE3) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture3;
#endif
float4 _GlobalMaskTexture3_ST;
float2 _GlobalMaskTexture3Pan;
float _GlobalMaskTexture3UV;
int _GlobalMaskTexture3Split;
float4 _GlobalMaskTexture3SplitTilingOffset_G;
float4 _GlobalMaskTexture3SplitPan_G;
float4 _GlobalMaskTexture3SplitTilingOffset_B;
float4 _GlobalMaskTexture3SplitPan_B;
float4 _GlobalMaskTexture3SplitTilingOffset_A;
float4 _GlobalMaskTexture3SplitPan_A;
#endif
//endex
//ifex _GlobalMaskOptionsEnable==0
float _GlobalMaskOptionsEnable;
int _GlobalMaskOptionsType;
//ifex _GlobalMaskOptionsType!=0
float _GlobalMaskSlider_0;
float _GlobalMaskSlider_1;
float _GlobalMaskSlider_2;
float _GlobalMaskSlider_3;
float _GlobalMaskSlider_4;
float _GlobalMaskSlider_5;
float _GlobalMaskSlider_6;
float _GlobalMaskSlider_7;
float _GlobalMaskSlider_8;
float _GlobalMaskSlider_9;
float _GlobalMaskSlider_10;
float _GlobalMaskSlider_11;
float _GlobalMaskSlider_12;
float _GlobalMaskSlider_13;
float _GlobalMaskSlider_14;
float _GlobalMaskSlider_15;
//endex
//ifex _GlobalMaskOptionsType!=1
float2 _GlobalMaskMinMaxSlider_0;
float2 _GlobalMaskMinMaxSlider_1;
float2 _GlobalMaskMinMaxSlider_2;
float2 _GlobalMaskMinMaxSlider_3;
float2 _GlobalMaskMinMaxSlider_4;
float2 _GlobalMaskMinMaxSlider_5;
float2 _GlobalMaskMinMaxSlider_6;
float2 _GlobalMaskMinMaxSlider_7;
float2 _GlobalMaskMinMaxSlider_8;
float2 _GlobalMaskMinMaxSlider_9;
float2 _GlobalMaskMinMaxSlider_10;
float2 _GlobalMaskMinMaxSlider_11;
float2 _GlobalMaskMinMaxSlider_12;
float2 _GlobalMaskMinMaxSlider_13;
float2 _GlobalMaskMinMaxSlider_14;
float2 _GlobalMaskMinMaxSlider_15;
//endex
//ifex _GlobalMaskOptionsType!=2
int _GlobalMaskToggleOn_0;
int _GlobalMaskToggleOff_0;
int _GlobalMaskToggleOn_1;
int _GlobalMaskToggleOff_1;
int _GlobalMaskToggleOn_2;
int _GlobalMaskToggleOff_2;
int _GlobalMaskToggleOn_3;
int _GlobalMaskToggleOff_3;
int _GlobalMaskToggleOn_4;
int _GlobalMaskToggleOff_4;
int _GlobalMaskToggleOn_5;
int _GlobalMaskToggleOff_5;
int _GlobalMaskToggleOn_6;
int _GlobalMaskToggleOff_6;
int _GlobalMaskToggleOn_7;
int _GlobalMaskToggleOff_7;
int _GlobalMaskToggleOn_8;
int _GlobalMaskToggleOff_8;
int _GlobalMaskToggleOn_9;
int _GlobalMaskToggleOff_9;
int _GlobalMaskToggleOn_10;
int _GlobalMaskToggleOff_10;
int _GlobalMaskToggleOn_11;
int _GlobalMaskToggleOff_11;
int _GlobalMaskToggleOn_12;
int _GlobalMaskToggleOff_12;
int _GlobalMaskToggleOn_13;
int _GlobalMaskToggleOff_13;
int _GlobalMaskToggleOn_14;
int _GlobalMaskToggleOff_14;
int _GlobalMaskToggleOn_15;
int _GlobalMaskToggleOff_15;
//endex
//endex
//ifex _GlobalMaskModifiersBackfaceEnable==0
float _GlobalMaskModifiersBackfaceEnable;
float _GlobalMaskBackface_0;
float _GlobalMaskBackface_1;
float _GlobalMaskBackface_2;
float _GlobalMaskBackface_3;
float _GlobalMaskBackface_4;
float _GlobalMaskBackface_5;
float _GlobalMaskBackface_6;
float _GlobalMaskBackface_7;
float _GlobalMaskBackface_8;
float _GlobalMaskBackface_9;
float _GlobalMaskBackface_10;
float _GlobalMaskBackface_11;
float _GlobalMaskBackface_12;
float _GlobalMaskBackface_13;
float _GlobalMaskBackface_14;
float _GlobalMaskBackface_15;
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
float _GlobalMaskModifiersMirrorEnable;
float _GlobalMaskMirrorVisibilityMode;
float _GlobalMaskMirror_0;
float _GlobalMaskMirror_1;
float _GlobalMaskMirror_2;
float _GlobalMaskMirror_3;
float _GlobalMaskMirror_4;
float _GlobalMaskMirror_5;
float _GlobalMaskMirror_6;
float _GlobalMaskMirror_7;
float _GlobalMaskMirror_8;
float _GlobalMaskMirror_9;
float _GlobalMaskMirror_10;
float _GlobalMaskMirror_11;
float _GlobalMaskMirror_12;
float _GlobalMaskMirror_13;
float _GlobalMaskMirror_14;
float _GlobalMaskMirror_15;
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
float _GlobalMaskModifiersCameraEnable;
float _GlobalMaskCamera_0;
float _GlobalMaskCamera_1;
float _GlobalMaskCamera_2;
float _GlobalMaskCamera_3;
float _GlobalMaskCamera_4;
float _GlobalMaskCamera_5;
float _GlobalMaskCamera_6;
float _GlobalMaskCamera_7;
float _GlobalMaskCamera_8;
float _GlobalMaskCamera_9;
float _GlobalMaskCamera_10;
float _GlobalMaskCamera_11;
float _GlobalMaskCamera_12;
float _GlobalMaskCamera_13;
float _GlobalMaskCamera_14;
float _GlobalMaskCamera_15;
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
int _GlobalMaskModifiersDistanceEnable;
//ifex _GlobalMaskDistanceEnable_0==0
int _GlobalMaskDistanceEnable_0;
int _GlobalMaskDistanceType_0;
float _GlobalMaskDistanceMin_0;
float _GlobalMaskDistanceMax_0;
float _GlobalMaskDistanceMinAlpha_0;
float _GlobalMaskDistanceMaxAlpha_0;
int _GlobalMaskDistanceBlendType_0;
//endex
//ifex _GlobalMaskDistanceEnable_1==0
int _GlobalMaskDistanceEnable_1;
int _GlobalMaskDistanceType_1;
float _GlobalMaskDistanceMin_1;
float _GlobalMaskDistanceMax_1;
float _GlobalMaskDistanceMinAlpha_1;
float _GlobalMaskDistanceMaxAlpha_1;
int _GlobalMaskDistanceBlendType_1;
//endex
//ifex _GlobalMaskDistanceEnable_2==0
int _GlobalMaskDistanceEnable_2;
int _GlobalMaskDistanceType_2;
float _GlobalMaskDistanceMin_2;
float _GlobalMaskDistanceMax_2;
float _GlobalMaskDistanceMinAlpha_2;
float _GlobalMaskDistanceMaxAlpha_2;
int _GlobalMaskDistanceBlendType_2;
//endex
//ifex _GlobalMaskDistanceEnable_3==0
int _GlobalMaskDistanceEnable_3;
int _GlobalMaskDistanceType_3;
float _GlobalMaskDistanceMin_3;
float _GlobalMaskDistanceMax_3;
float _GlobalMaskDistanceMinAlpha_3;
float _GlobalMaskDistanceMaxAlpha_3;
int _GlobalMaskDistanceBlendType_3;
//endex
//ifex _GlobalMaskDistanceEnable_4==0
int _GlobalMaskDistanceEnable_4;
int _GlobalMaskDistanceType_4;
float _GlobalMaskDistanceMin_4;
float _GlobalMaskDistanceMax_4;
float _GlobalMaskDistanceMinAlpha_4;
float _GlobalMaskDistanceMaxAlpha_4;
int _GlobalMaskDistanceBlendType_4;
//endex
//ifex _GlobalMaskDistanceEnable_5==0
int _GlobalMaskDistanceEnable_5;
int _GlobalMaskDistanceType_5;
float _GlobalMaskDistanceMin_5;
float _GlobalMaskDistanceMax_5;
float _GlobalMaskDistanceMinAlpha_5;
float _GlobalMaskDistanceMaxAlpha_5;
int _GlobalMaskDistanceBlendType_5;
//endex
//ifex _GlobalMaskDistanceEnable_6==0
int _GlobalMaskDistanceEnable_6;
int _GlobalMaskDistanceType_6;
float _GlobalMaskDistanceMin_6;
float _GlobalMaskDistanceMax_6;
float _GlobalMaskDistanceMinAlpha_6;
float _GlobalMaskDistanceMaxAlpha_6;
int _GlobalMaskDistanceBlendType_6;
//endex
//ifex _GlobalMaskDistanceEnable_7==0
int _GlobalMaskDistanceEnable_7;
int _GlobalMaskDistanceType_7;
float _GlobalMaskDistanceMin_7;
float _GlobalMaskDistanceMax_7;
float _GlobalMaskDistanceMinAlpha_7;
float _GlobalMaskDistanceMaxAlpha_7;
int _GlobalMaskDistanceBlendType_7;
//endex
//ifex _GlobalMaskDistanceEnable_8==0
int _GlobalMaskDistanceEnable_8;
int _GlobalMaskDistanceType_8;
float _GlobalMaskDistanceMin_8;
float _GlobalMaskDistanceMax_8;
float _GlobalMaskDistanceMinAlpha_8;
float _GlobalMaskDistanceMaxAlpha_8;
int _GlobalMaskDistanceBlendType_8;
//endex
//ifex _GlobalMaskDistanceEnable_9==0
int _GlobalMaskDistanceEnable_9;
int _GlobalMaskDistanceType_9;
float _GlobalMaskDistanceMin_9;
float _GlobalMaskDistanceMax_9;
float _GlobalMaskDistanceMinAlpha_9;
float _GlobalMaskDistanceMaxAlpha_9;
int _GlobalMaskDistanceBlendType_9;
//endex
//ifex _GlobalMaskDistanceEnable_10==0
int _GlobalMaskDistanceEnable_10;
int _GlobalMaskDistanceType_10;
float _GlobalMaskDistanceMin_10;
float _GlobalMaskDistanceMax_10;
float _GlobalMaskDistanceMinAlpha_10;
float _GlobalMaskDistanceMaxAlpha_10;
int _GlobalMaskDistanceBlendType_10;
//endex
//ifex _GlobalMaskDistanceEnable_11==0
int _GlobalMaskDistanceEnable_11;
int _GlobalMaskDistanceType_11;
float _GlobalMaskDistanceMin_11;
float _GlobalMaskDistanceMax_11;
float _GlobalMaskDistanceMinAlpha_11;
float _GlobalMaskDistanceMaxAlpha_11;
int _GlobalMaskDistanceBlendType_11;
//endex
//ifex _GlobalMaskDistanceEnable_12==0
int _GlobalMaskDistanceEnable_12;
int _GlobalMaskDistanceType_12;
float _GlobalMaskDistanceMin_12;
float _GlobalMaskDistanceMax_12;
float _GlobalMaskDistanceMinAlpha_12;
float _GlobalMaskDistanceMaxAlpha_12;
int _GlobalMaskDistanceBlendType_12;
//endex
//ifex _GlobalMaskDistanceEnable_13==0
int _GlobalMaskDistanceEnable_13;
int _GlobalMaskDistanceType_13;
float _GlobalMaskDistanceMin_13;
float _GlobalMaskDistanceMax_13;
float _GlobalMaskDistanceMinAlpha_13;
float _GlobalMaskDistanceMaxAlpha_13;
int _GlobalMaskDistanceBlendType_13;
//endex
//ifex _GlobalMaskDistanceEnable_14==0
int _GlobalMaskDistanceEnable_14;
int _GlobalMaskDistanceType_14;
float _GlobalMaskDistanceMin_14;
float _GlobalMaskDistanceMax_14;
float _GlobalMaskDistanceMinAlpha_14;
float _GlobalMaskDistanceMaxAlpha_14;
int _GlobalMaskDistanceBlendType_14;
//endex
//ifex _GlobalMaskDistanceEnable_15==0
int _GlobalMaskDistanceEnable_15;
int _GlobalMaskDistanceType_15;
float _GlobalMaskDistanceMin_15;
float _GlobalMaskDistanceMax_15;
float _GlobalMaskDistanceMinAlpha_15;
float _GlobalMaskDistanceMaxAlpha_15;
int _GlobalMaskDistanceBlendType_15;
//endex
//endex
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
float _UDIMDiscardMode;
float _UDIMDiscardUV;
float _UDIMDiscardRow3_0;
float _UDIMDiscardRow3_1;
float _UDIMDiscardRow3_2;
float _UDIMDiscardRow3_3;
float _UDIMDiscardRow2_0;
float _UDIMDiscardRow2_1;
float _UDIMDiscardRow2_2;
float _UDIMDiscardRow2_3;
float _UDIMDiscardRow1_0;
float _UDIMDiscardRow1_1;
float _UDIMDiscardRow1_2;
float _UDIMDiscardRow1_3;
float _UDIMDiscardRow0_0;
float _UDIMDiscardRow0_1;
float _UDIMDiscardRow0_2;
float _UDIMDiscardRow0_3;
#endif
//endex
//ifex _EnableDistortion==0
#ifdef USER_LUT
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture;
float4 _DistortionFlowTexture_ST;
float2 _DistortionFlowTexturePan;
float _DistortionFlowTextureUV;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture1;
float4 _DistortionFlowTexture1_ST;
float2 _DistortionFlowTexture1Pan;
float _DistortionFlowTexture1UV;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionMask;
float4 _DistortionMask_ST;
float2 _DistortionMaskPan;
float _DistortionMaskUV;
float _DistortionMaskChannel;
#endif
float _DistortionUvToDistort;
float _DistortionStrength;
float _DistortionStrength1;
#ifdef POI_AUDIOLINK
half _EnableDistortionAudioLink;
half2 _DistortionStrengthAudioLink;
half _DistortionStrengthAudioLinkBand;
half2 _DistortionStrength1AudioLink;
half _DistortionStrength1AudioLinkBand;
#endif
#endif
//endex
float _StereoEnabled;
float _PolarUV;
float2 _PolarCenter;
float _PolarRadialScale;
float _PolarLengthScale;
float _PolarSpiralPower;
float _PanoUseBothEyes;
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
sampler2D _HeightMap;
float4 _HeightMap_ST;
float2 _HeightMapPan;
float _HeightMapUV;
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Heightmask;
float4 _Heightmask_ST;
float2 _HeightmaskPan;
float _HeightmaskUV;
float _HeightmaskChannel;
float _HeightmaskInvert;
SamplerState _linear_repeat;
#endif
float _ParallaxUV;
float _HeightStrength;
float _HeightOffset;
float _HeightStepsMin;
float _HeightStepsMax;
float _CurvatureU;
float _CurvatureV;
float _CurvFix;
#endif
//endex
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
float _AudioLinkDelay;
float _AudioLinkAnimToggle;
float _DebugWaveform;
float _DebugDFT;
float _DebugBass;
float _DebugLowMids;
float _DebugHighMids;
float _DebugTreble;
float _DebugCCColors;
float _DebugCCStrip;
float _DebugCCLights;
float _DebugAutocorrelator;
float _DebugChronotensity;
float _AudioLinkCCStripY;
#endif
//endex
#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingAOMaps;
#endif
float4 _LightingAOMaps_ST;
float2 _LightingAOMapsPan;
float _LightingAOMapsUV;
float _LightDataAOStrengthR;
float _LightDataAOStrengthG;
float _LightDataAOStrengthB;
float _LightDataAOStrengthA;
#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingDetailShadowMaps;
#endif
float4 _LightingDetailShadowMaps_ST;
float2 _LightingDetailShadowMapsPan;
float _LightingDetailShadowMapsUV;
float _LightingDetailShadowStrengthR;
float _LightingDetailShadowStrengthG;
float _LightingDetailShadowStrengthB;
float _LightingDetailShadowStrengthA;
float _LightingAddDetailShadowStrengthR;
float _LightingAddDetailShadowStrengthG;
float _LightingAddDetailShadowStrengthB;
float _LightingAddDetailShadowStrengthA;
#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingShadowMasks;
#endif
float4 _LightingShadowMasks_ST;
float2 _LightingShadowMasksPan;
float _LightingShadowMasksUV;
float _LightingShadowMaskStrengthR;
float _LightingShadowMaskStrengthG;
float _LightingShadowMaskStrengthB;
float _LightingShadowMaskStrengthA;
// Lighting Data
float _Unlit_Intensity;
float _LightingColorMode;
float _LightingMapMode;
float _LightingDirectionMode;
float3 _LightngForcedDirection;
float _LightingIndirectUsesNormals;
float _LightingCapEnabled;
float _LightingCap;
float _LightingForceColorEnabled;
float3 _LightingForcedColor;
float _LightingForcedColorThemeIndex;
float _LightingCastedShadows;
float _LightingMonochromatic;
float _LightingAdditiveMonochromatic;
float _LightingMinLightBrightness;
// Additive Lighting Data
float _LightingAdditiveLimited;
float _LightingAdditiveLimit;
float _LightingAdditivePassthrough;
// Lighting Data Debug
float _LightDataDebugEnabled;
float _LightingDebugVisualize;
float _IgnoreFog;
float _RenderingReduceClipDistance;
float _AddBlendOp;
float4 _Color;
float _ColorThemeIndex;
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _MainPixelMode;
float4 _MainTex_ST;
float2 _MainTexPan;
float _MainTexUV;
float4 _MainTex_TexelSize;
float _MainTexStochastic;
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _BumpMap;
#endif
float4 _BumpMap_ST;
float2 _BumpMapPan;
float _BumpMapUV;
float _BumpScale;
float _BumpMapStochastic;
Texture2D _ClippingMask;
float4 _ClippingMask_ST;
float2 _ClippingMaskPan;
float _ClippingMaskUV;
float _Inverse_Clipping;
float _Cutoff;
//ifex _MainColorAdjustToggle==0
float _MainColorAdjustToggle;
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MainColorAdjustTexture;
#endif
float4 _MainColorAdjustTexture_ST;
float2 _MainColorAdjustTexturePan;
float _MainColorAdjustTextureUV;
float _MainHueShiftToggle;
float _MainHueShiftReplace;
float _MainHueShift;
float _MainHueShiftSpeed;
float _Saturation;
float _MainBrightness;
float _MainHueALCTEnabled;
float _MainALHueShiftBand;
float _MainALHueShiftCTIndex;
float _MainHueALMotionSpeed;
float _MainHueGlobalMask;
float _MainHueGlobalMaskBlendType;
float _MainSaturationGlobalMask;
float _MainSaturationGlobalMaskBlendType;
float _MainBrightnessGlobalMask;
float _MainBrightnessGlobalMaskBlendType;
//endex
SamplerState sampler_linear_clamp;
SamplerState sampler_linear_repeat;
float _AlphaForceOpaque;
float _AlphaMod;
float _AlphaPremultiply;
float _AlphaBoostFA;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
float _AlphaToCoverage;
float _AlphaSharpenedA2C;
float _AlphaMipScale;
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
float _AlphaDithering;
float _AlphaDitherGradient;
//endex
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
float _AlphaDistanceFade;
float _AlphaDistanceFadeType;
float _AlphaDistanceFadeMinAlpha;
float _AlphaDistanceFadeMaxAlpha;
float _AlphaDistanceFadeMin;
float _AlphaDistanceFadeMax;
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
float _AlphaFresnel;
float _AlphaFresnelAlpha;
float _AlphaFresnelSharpness;
float _AlphaFresnelWidth;
float _AlphaFresnelInvert;
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
float _AlphaAngular;
float _AngleType;
float _AngleCompareTo;
float3 _AngleForwardDirection;
float _CameraAngleMin;
float _CameraAngleMax;
float _ModelAngleMin;
float _ModelAngleMax;
float _AngleMinAlpha;
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
float _AlphaAudioLinkEnabled;
float2 _AlphaAudioLinkAddRange;
float _AlphaAudioLinkAddBand;
//endex
float _AlphaGlobalMask;
float _AlphaGlobalMaskBlendType;
//ifex _DetailEnabled==0
#ifdef FINALPASS
#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DetailMask;
#endif
float4 _DetailMask_ST;
float2 _DetailMaskPan;
float _DetailMaskUV;
float _DetailMaskStochastic;
#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _DetailNormalMap;
#endif
float4 _DetailNormalMap_ST;
float2 _DetailNormalMapPan;
float _DetailNormalMapUV;
float _DetailNormalMapScale;
float _DetailNormalMapStochastic;
#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _DetailTex;
#endif
float4 _DetailTex_ST;
float2 _DetailTexPan;
float _DetailTexUV;
float _DetailTexStochastic;
float3 _DetailTint;
float _DetailTintThemeIndex;
float _DetailTexIntensity;
float _DetailBrightness;
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 _VertexManipulationLocalTranslation;
float4 _VertexManipulationLocalRotation;
float3 _VertexManipulationLocalRotationSpeed;
float4 _VertexManipulationLocalScale;
float4 _VertexManipulationWorldTranslation;
float _VertexManipulationHeight;
sampler2D _VertexManipulationHeightMask;
float4 _VertexManipulationHeightMask_ST;
float2 _VertexManipulationHeightMaskPan;
float _VertexManipulationHeightMaskUV;
float _VertexManipulationHeightMaskChannel;
float _VertexManipulationHeightBias;
float _VertexRoundingEnabled;
int _VertexRoundingSpace;
float _VertexRoundingDivision;
//AL
float _VertexAudioLinkEnabled;
float3 _VertexLocalTranslationALMin;
float3 _VertexLocalTranslationALMax;
float _VertexLocalTranslationALBand;
float3 _VertexLocalRotationAL;
float _VertexLocalRotationALBand;
float3 _VertexLocalRotationCTALSpeed;
float _VertexLocalRotationCTALBandX;
float _VertexLocalRotationCTALBandY;
float _VertexLocalRotationCTALBandZ;
float _VertexLocalRotationCTALTypeX;
float _VertexLocalRotationCTALTypeY;
float _VertexLocalRotationCTALTypeZ;
float4 _VertexLocalScaleALMin;
float4 _VertexLocalScaleALMax;
float _VertexLocalScaleALBand;
float3 _VertexWorldTranslationALMin;
float3 _VertexWorldTranslationALMax;
float _VertexWorldTranslationALBand;
float2 _VertexManipulationHeightAL;
float _VertexManipulationHeightBand;
float2 _VertexRoundingRangeAL;
float _VertexRoundingRangeBand;
float _VertexBarrelMode;
float _VertexBarrelWidth;
float _VertexBarrelAlpha;
float _VertexBarrelHeight;
#endif
//endex
//ifex _VertexGlitchingEnabled==0
#ifdef POI_VERTEX_GLITCHING
//Vertex Glitching
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
float _VertexGlitchingUseTexture;
sampler2D _VertexGlitchMap;
float4 _VertexGlitchMap_ST;
#endif
float _VertexGlitchThreshold;
float _VertexGlitchFrequency;
float _VertexGlitchStrength;
float _VertexGlitchDensity;
float _VertexGlitchMirrorEnable;
float _VertexGlitchMirror;
float _VertexGlitchMapPanSpeed;
float _VertexGlitchingAudioLinkEnabled;
float _VertexGlitchingAudioLinkBand;
float _VertexGlitchingAudiolinkOverride;
#endif
//endex
//ifex _EnableDepthBulge==0
#ifdef POI_DEPTHBULGE
float _DepthBulgeFadeLength;
float _DepthBulgeHeight;
#if defined(PROP_DEPTHBULGEMASK) || !defined(OPTIMIZER_ENABLED)
sampler2D _DepthBulgeMask;
#endif
float _DepthBulgeMaskUV;
float4 _DepthBulgeMask_ST;
float _DepthBulgeMaskChannel;
#endif
//endex
//ifex _MainVertexColoringEnabled==0
float _MainVertexColoringEnabled;
float _MainVertexColoringLinearSpace;
float _MainVertexColoring;
float _MainUseVertexColorAlpha;
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
float _BackFaceEnabled;
float _BackFaceDetailIntensity;
float _BackFaceEmissionStrength;
float2 _BackFacePanning;
float4 _BackFaceColor;
float _BackFaceColorThemeIndex;
float _BackFaceReplaceAlpha;
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _BackFaceTexture;
#endif
float4 _BackFaceTexture_ST;
float2 _BackFaceTexturePan;
float _BackFaceTextureUV;
#if defined(PROP_BACKFACEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _BackFaceMask;
#endif
float4 _BackFaceMask_ST;
float2 _BackFaceMaskPan;
float _BackFaceMaskUV;
float _BackFaceMaskChannel;
float _BackFaceHueShiftEnabled;
float _BackFaceHueShift;
float _BackFaceHueShiftSpeed;
float _BackFaceEmissionLimiter;
#endif
//TODO detail strength stuff
//endex
//ifex _RGBMaskEnabled==0
#ifdef VIGNETTE
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _RGBMask;
#endif
float4 _RGBMask_ST;
float2 _RGBMaskPan;
float _RGBMaskUV;
#if defined(PROP_REDTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _RedTexture;
#endif
float4 _RedTexture_ST;
float2 _RedTexturePan;
float _RedTextureUV;
float _RedAlphaAdd;
float _RedTextureStochastic;
#if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _GreenTexture;
#endif
float4 _GreenTexture_ST;
float2 _GreenTexturePan;
float _GreenTextureUV;
float _GreenAlphaAdd;
float _GreenTextureStochastic;
#if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _BlueTexture;
#endif
float4 _BlueTexture_ST;
float2 _BlueTexturePan;
float _BlueTextureUV;
float _BlueAlphaAdd;
float _BlueTextureStochastic;
#if defined(PROP_ALPHATEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _AlphaTexture;
#endif
float4 _AlphaTexture_ST;
float2 _AlphaTexturePan;
float _AlphaTextureUV;
float _AlphaAlphaAdd;
float _AlphaTextureStochastic;
//ifex _RgbNormalsEnabled==0
#ifdef GEOM_TYPE_MESH
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalR;
#endif
float4 _RgbNormalR_ST;
float2 _RgbNormalRPan;
float _RgbNormalRUV;
float _RgbNormalRScale;
float _RgbNormalRStochastic;
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalG;
#endif
float4 _RgbNormalG_ST;
float2 _RgbNormalGPan;
float _RgbNormalGUV;
float _RgbNormalGScale;
float _RgbNormalGStochastic;
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalB;
#endif
float4 _RgbNormalB_ST;
float2 _RgbNormalBPan;
float _RgbNormalBUV;
float _RgbNormalBScale;
float _RgbNormalBStochastic;
#if defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalA;
#endif
float4 _RgbNormalA_ST;
float2 _RgbNormalAPan;
float _RgbNormalAUV;
float _RgbNormalAScale;
float _RgbNormalAStochastic;
float _RgbNormalsEnabled;
#endif
//endex
float4 _RedColor;
float4 _GreenColor;
float4 _BlueColor;
float4 _AlphaColor;
float _RedColorThemeIndex;
float _GreenColorThemeIndex;
float _BlueColorThemeIndex;
float _AlphaColorThemeIndex;
float _RGBBlendMultiplicative;
float _RGBUseVertexColors;
float _RGBNormalBlend;
#endif
//endex
//ifex _DecalEnabled==0 && _DecalEnabled1==0 && _DecalEnabled2==0 && _DecalEnabled3==0
#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DecalMask;
float4 _DecalMask_ST;
float2 _DecalMaskPan;
float _DecalMaskUV;
#endif
float _DecalTPSDepthMaskEnabled;
float _Decal0TPSMaskStrength;
float _Decal1TPSMaskStrength;
float _Decal2TPSMaskStrength;
float _Decal3TPSMaskStrength;
#ifdef POI_AUDIOLINK
//ifex _DecalEnabled==0
#ifdef GEOM_TYPE_BRANCH
// Audio Link
half _AudioLinkDecal0ScaleBand;
float4 _AudioLinkDecal0Scale;
half _AudioLinkDecal0RotationBand;
float2 _AudioLinkDecal0Rotation;
half _AudioLinkDecal0AlphaBand;
float2 _AudioLinkDecal0Alpha;
half _AudioLinkDecal0EmissionBand;
float2 _AudioLinkDecal0Emission;
float _DecalRotationCTALBand0;
float _DecalRotationCTALSpeed0;
float _DecalRotationCTALType0;
float _AudioLinkDecalCC0;
float _AudioLinkDecal0SideBand;
float4 _AudioLinkDecal0SideMin;
float4 _AudioLinkDecal0SideMax;
float2 _AudioLinkDecal0ChannelSeparation;
float _AudioLinkDecal0ChannelSeparationBand;
#endif //GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#ifdef GEOM_TYPE_BRANCH_DETAIL
half _AudioLinkDecal1ScaleBand;
float4 _AudioLinkDecal1Scale;
half _AudioLinkDecal1RotationBand;
float2 _AudioLinkDecal1Rotation;
half _AudioLinkDecal1AlphaBand;
float2 _AudioLinkDecal1Alpha;
half _AudioLinkDecal1EmissionBand;
float2 _AudioLinkDecal1Emission;
float _DecalRotationCTALBand1;
float _DecalRotationCTALSpeed1;
float _DecalRotationCTALType1;
float _AudioLinkDecalCC1;
float _AudioLinkDecal1SideBand;
float4 _AudioLinkDecal1SideMin;
float4 _AudioLinkDecal1SideMax;
float2 _AudioLinkDecal1ChannelSeparation;
float _AudioLinkDecal1ChannelSeparationBand;
#endif //GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#ifdef GEOM_TYPE_FROND
half _AudioLinkDecal2ScaleBand;
float4 _AudioLinkDecal2Scale;
half _AudioLinkDecal2RotationBand;
float2 _AudioLinkDecal2Rotation;
half _AudioLinkDecal2AlphaBand;
float2 _AudioLinkDecal2Alpha;
half _AudioLinkDecal2EmissionBand;
float2 _AudioLinkDecal2Emission;
float _DecalRotationCTALBand2;
float _DecalRotationCTALSpeed2;
float _DecalRotationCTALType2;
float _AudioLinkDecalCC2;
float _AudioLinkDecal2SideBand;
float4 _AudioLinkDecal2SideMin;
float4 _AudioLinkDecal2SideMax;
float2 _AudioLinkDecal2ChannelSeparation;
float _AudioLinkDecal2ChannelSeparationBand;
#endif //GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#ifdef DEPTH_OF_FIELD_COC_VIEW
half _AudioLinkDecal3ScaleBand;
float4 _AudioLinkDecal3Scale;
half _AudioLinkDecal3RotationBand;
float2 _AudioLinkDecal3Rotation;
half _AudioLinkDecal3AlphaBand;
float2 _AudioLinkDecal3Alpha;
half _AudioLinkDecal3EmissionBand;
float2 _AudioLinkDecal3Emission;
float _DecalRotationCTALBand3;
float _DecalRotationCTALSpeed3;
float _DecalRotationCTALType3;
float _AudioLinkDecalCC3;
float _AudioLinkDecal3SideBand;
float4 _AudioLinkDecal3SideMin;
float4 _AudioLinkDecal3SideMax;
float2 _AudioLinkDecal3ChannelSeparation;
float _AudioLinkDecal3ChannelSeparationBand;
#endif //DEPTH_OF_FIELD_COC_VIEW
//endex
#endif
//endex
//ifex _DecalEnabled==0
#ifdef GEOM_TYPE_BRANCH
sampler2D _DecalTexture;
float _Decal0MaskChannel;
float _Decal0GlobalMask;
float _Decal0GlobalMaskBlendType;
float _Decal0ApplyGlobalMaskIndex;
float _Decal0ApplyGlobalMaskBlendType;
float4 _DecalTexture_ST;
float2 _DecalTexturePan;
float _DecalTextureUV;
float4 _DecalColor;
float _DecalColorThemeIndex;
float _DecalTiled;
float _DecalBlendType;
half _DecalRotation;
half2 _DecalScale;
float4 _DecalSideOffset;
half2 _DecalPosition;
half _DecalRotationSpeed;
float _DecalEmissionStrength;
float _DecalBlendAlpha;
float _DecalOverrideAlpha;
float _DecalHueShiftEnabled;
float _DecalHueShift;
float _DecalHueShiftSpeed;
float _Decal0Depth;
float _Decal0HueAngleStrength;
float _Decal0ChannelSeparationEnable;
float _Decal0ChannelSeparation;
float _Decal0ChannelSeparationPremultiply;
float _Decal0ChannelSeparationHue;
float _Decal0ChannelSeparationVertical;
float _Decal0ChannelSeparationAngleStrength;
#endif
//endex
//ifex _DecalEnabled1==0
#ifdef GEOM_TYPE_BRANCH_DETAIL
sampler2D _DecalTexture1;
float _Decal1MaskChannel;
float _Decal1GlobalMask;
float _Decal1GlobalMaskBlendType;
float _Decal1ApplyGlobalMaskIndex;
float _Decal1ApplyGlobalMaskBlendType;
float4 _DecalTexture1_ST;
float2 _DecalTexture1Pan;
float _DecalTexture1UV;
float4 _DecalColor1;
float _DecalColor1ThemeIndex;
fixed _DecalTiled1;
float _DecalBlendType1;
half _DecalRotation1;
half2 _DecalScale1;
float4 _DecalSideOffset1;
half2 _DecalPosition1;
half _DecalRotationSpeed1;
float _DecalEmissionStrength1;
float _DecalBlendAlpha1;
float _DecalOverrideAlpha1;
float _DecalHueShiftEnabled1;
float _DecalHueShift1;
float _DecalHueShiftSpeed1;
float _Decal1Depth;
float _Decal1HueAngleStrength;
float _Decal1ChannelSeparationEnable;
float _Decal1ChannelSeparation;
float _Decal1ChannelSeparationPremultiply;
float _Decal1ChannelSeparationHue;
float _Decal1ChannelSeparationVertical;
float _Decal1ChannelSeparationAngleStrength;
#endif
//endex
//ifex _DecalEnabled2==0
#ifdef GEOM_TYPE_FROND
sampler2D _DecalTexture2;
float _Decal2MaskChannel;
float _Decal2GlobalMask;
float _Decal2GlobalMaskBlendType;
float _Decal2ApplyGlobalMaskIndex;
float _Decal2ApplyGlobalMaskBlendType;
float4 _DecalTexture2_ST;
float2 _DecalTexture2Pan;
float _DecalTexture2UV;
float4 _DecalColor2;
float _DecalColor2ThemeIndex;
fixed _DecalTiled2;
float _DecalBlendType2;
half _DecalRotation2;
half2 _DecalScale2;
float4 _DecalSideOffset2;
half2 _DecalPosition2;
half _DecalRotationSpeed2;
float _DecalEmissionStrength2;
float _DecalBlendAlpha2;
float _DecalOverrideAlpha2;
float _DecalHueShiftEnabled2;
float _DecalHueShift2;
float _DecalHueShiftSpeed2;
float _Decal2Depth;
float _Decal2HueAngleStrength;
float _Decal2ChannelSeparationEnable;
float _Decal2ChannelSeparation;
float _Decal2ChannelSeparationPremultiply;
float _Decal2ChannelSeparationHue;
float _Decal2ChannelSeparationVertical;
float _Decal2ChannelSeparationAngleStrength;
#endif
//endex
//ifex _DecalEnabled3==0
#ifdef DEPTH_OF_FIELD_COC_VIEW
sampler2D _DecalTexture3;
float _Decal3MaskChannel;
float _Decal3GlobalMask;
float _Decal3GlobalMaskBlendType;
float _Decal3ApplyGlobalMaskIndex;
float _Decal3ApplyGlobalMaskBlendType;
float4 _DecalTexture3_ST;
float2 _DecalTexture3Pan;
float _DecalTexture3UV;
float4 _DecalColor3;
float _DecalColor3ThemeIndex;
fixed _DecalTiled3;
float _DecalBlendType3;
half _DecalRotation3;
half2 _DecalScale3;
float4 _DecalSideOffset3;
half2 _DecalPosition3;
half _DecalRotationSpeed3;
float _DecalEmissionStrength3;
float _DecalBlendAlpha3;
float _DecalOverrideAlpha3;
float _DecalHueShiftEnabled3;
float _DecalHueShift3;
float _DecalHueShiftSpeed3;
float _Decal3Depth;
float _Decal3HueAngleStrength;
float _Decal3ChannelSeparationEnable;
float _Decal3ChannelSeparation;
float _Decal3ChannelSeparationPremultiply;
float _Decal3ChannelSeparationHue;
float _Decal3ChannelSeparationVertical;
float _Decal3ChannelSeparationAngleStrength;
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
float _DissolveType;
float _DissolveEdgeWidth;
float4 _DissolveEdgeColor;
sampler2D _DissolveEdgeGradient;
float4 _DissolveEdgeGradient_ST;
float2 _DissolveEdgeGradientPan;
float _DissolveEdgeGradientUV;
float _DissolveEdgeEmission;
float4 _DissolveTextureColor;
float _DissolveEdgeColorThemeIndex;
float _DissolveTextureColorThemeIndex;
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveToTexture;
#endif
float4 _DissolveToTexture_ST;
float2 _DissolveToTexturePan;
float _DissolveToTextureUV;
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveNoiseTexture;
#endif
float4 _DissolveNoiseTexture_ST;
float2 _DissolveNoiseTexturePan;
float _DissolveNoiseTextureUV;
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveDetailNoise;
#endif
float4 _DissolveDetailNoise_ST;
float2 _DissolveDetailNoisePan;
float _DissolveDetailNoiseUV;
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveMask;
#endif
float4 _DissolveMask_ST;
float2 _DissolveMaskPan;
float _DissolveMaskUV;
float _DissolveMaskGlobalMask;
float _DissolveMaskGlobalMaskBlendType;
float _DissolveMaskInvert;
float _DissolveAlpha;
float _ContinuousDissolve;
float _DissolveDetailStrength;
float _DissolveDetailEdgeSmoothing;
float _DissolveEdgeHardness;
float _DissolveInvertNoise;
float _DissolveInvertDetailNoise;
float _DissolveToEmissionStrength;
// Point to Point
float _DissolveP2PWorldLocal;
float _DissolveP2PEdgeLength;
float _DissolveP2PClamp;
float4 _DissolveStartPoint;
float4 _DissolveEndPoint;
// Spherical
float3 _SphericalDissolveCenter;
float _SphericalDissolveRadius;
float _SphericalDissolveInvert;
float _SphericalDissolveClamp;
// CenterOut
float _CenterOutDissolveMode;
float3 _CenterOutDissolveDirection;
float _CenterOutDissolveInvert;
float _CenterOutDissolveNormals;
float _CenterOutDissolvePower;
// World Dissolve
float _DissolveWorldShape;
float4 _DissolveShapePosition;
float4 _DissolveShapeRotation;
float _DissolveShapeScale;
float _DissolveInvertShape;
float _DissolveShapeEdgeLength;
// UV Tile Dissolve
float _UVTileDissolveEnabled;
float _UVTileDissolveDiscardAtMax;
float _UVTileDissolveUV;
float _UVTileDissolveAlpha_Row3_0;
float _UVTileDissolveAlpha_Row3_1;
float _UVTileDissolveAlpha_Row3_2;
float _UVTileDissolveAlpha_Row3_3;
float _UVTileDissolveAlpha_Row2_0;
float _UVTileDissolveAlpha_Row2_1;
float _UVTileDissolveAlpha_Row2_2;
float _UVTileDissolveAlpha_Row2_3;
float _UVTileDissolveAlpha_Row1_0;
float _UVTileDissolveAlpha_Row1_1;
float _UVTileDissolveAlpha_Row1_2;
float _UVTileDissolveAlpha_Row1_3;
float _UVTileDissolveAlpha_Row0_0;
float _UVTileDissolveAlpha_Row0_1;
float _UVTileDissolveAlpha_Row0_2;
float _UVTileDissolveAlpha_Row0_3;
float _DissolveAlpha0;
float _DissolveAlpha1;
float _DissolveAlpha2;
float _DissolveAlpha3;
float _DissolveAlpha4;
float _DissolveAlpha5;
float _DissolveAlpha6;
float _DissolveAlpha7;
float _DissolveAlpha8;
float _DissolveAlpha9;
// Masking
float _DissolveEmissionSide;
float _DissolveEmission1Side;
float _DissolveUseVertexColors;
float4 edgeColor;
float edgeAlpha;
float dissolveAlpha;
float4 dissolveToTexture;
float _DissolveHueShiftEnabled;
float _DissolveHueShiftSpeed;
float _DissolveHueShift;
float _DissolveEdgeHueShiftEnabled;
float _DissolveEdgeHueShiftSpeed;
float _DissolveEdgeHueShift;
// Audio Link
#ifdef POI_AUDIOLINK
fixed _EnableDissolveAudioLink;
half _AudioLinkDissolveAlphaBand;
float2 _AudioLinkDissolveAlpha;
half _AudioLinkDissolveDetailBand;
float2 _AudioLinkDissolveDetail;
#endif
#endif
//endex
//ifex _ShadingEnabled==0
// Toon Lighting
#ifdef _LIGHTINGMODE_TEXTURERAMP
UNITY_DECLARE_TEX2D(_ToonRamp);
#endif
float _ShadowOffset;
float _ShadowStrength;
float _LightingIgnoreAmbientColor;
// Math Toon Lighting
float _LightingGradientStart;
float _LightingGradientEnd;
float3 _LightingShadowColor;
float _LightingGradientStartWrap;
float _LightingGradientEndWrap;
// ShadeMap Lighting
#ifdef _LIGHTINGMODE_SHADEMAP
float3 _1st_ShadeColor;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _1st_ShadeMap;
#endif
float4 _1st_ShadeMap_ST;
float2 _1st_ShadeMapPan;
float _1st_ShadeMapUV;
float _Use_1stShadeMapAlpha_As_ShadowMask;
float _1stShadeMapMask_Inverse;
float _Use_BaseAs1st;
float3 _2nd_ShadeColor;
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _2nd_ShadeMap;
#endif
float4 _2nd_ShadeMap_ST;
float2 _2nd_ShadeMapPan;
float _2nd_ShadeMapUV;
float _Use_2ndShadeMapAlpha_As_ShadowMask;
float _2ndShadeMapMask_Inverse;
float _Use_1stAs2nd;
float _BaseColor_Step;
float _BaseShade_Feather;
float _ShadeColor_Step;
float _1st2nd_Shades_Feather;
float _ShadingShadeMapBlendType;
#endif
// Skin
#ifdef _LIGHTINGMODE_SKIN
sampler2D _SkinLUT;
float _SssScale;
#if defined(PROP_SKINTHICKNESS) || !defined(OPTIMIZER_ENABLED)
Texture2D _SkinThicknessMap;
#endif
float4 _SkinThicknessMap_ST;
float2 _SkinThicknessMapPan;
float _SkinThicknessMapUV;
float _SkinThicknessMapInvert;
float _SkinThicknessPower;
float _SssBumpBlur;
float3 _SssTransmissionAbsorption;
float3 _SssColorBleedAoWeights;
#endif
#ifdef _LIGHTINGMODE_MULTILAYER_MATH
float4 _ShadowColor;
float _LightingMulitlayerNonLinear;
#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _ShadowColorTex;
float4 _ShadowColorTex_ST;
float2 _ShadowColorTexPan;
float _ShadowColorTexUV;
#endif
#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _MultilayerMathBlurMap;
float4 _MultilayerMathBlurMap_ST;
float2 _MultilayerMathBlurMapPan;
float _MultilayerMathBlurMapUV;
#endif
float _ShadowBorder;
float _ShadowBlur;
float4 _Shadow2ndColor;
#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Shadow2ndColorTex;
float4 _Shadow2ndColorTex_ST;
float2 _Shadow2ndColorTexPan;
float _Shadow2ndColorTexUV;
#endif
float _Shadow2ndBorder;
float _Shadow2ndBlur;
float4 _Shadow3rdColor;
#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Shadow3rdColorTex;
float4 _Shadow3rdColorTex_ST;
float2 _Shadow3rdColorTexPan;
float _Shadow3rdColorTexUV;
#endif
float _Shadow3rdBorder;
float _Shadow3rdBlur;
float4 _ShadowBorderColor;
float _ShadowBorderRange;
float _ShadowMainStrength;
#endif
// Cloth
//ifex _LightingMode!=7
#ifdef _LIGHTINGMODE_CLOTH
Texture2D_float _ClothDFG;
SamplerState sampler_ClothDFG;
#if defined(PROP_CLOTHMETALLICSMOOTHNESSMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _ClothMetallicSmoothnessMap;
#endif
float4 _ClothMetallicSmoothnessMap_ST;
float2 _ClothMetallicSmoothnessMapPan;
float _ClothMetallicSmoothnessMapUV;
float _ClothMetallicSmoothnessMapInvert;
float _ClothLerp;
float _ClothMetallic;
float _ClothReflectance;
float _ClothSmoothness;
#endif
//endex
#ifdef _LIGHTINGMODE_SDF
#if defined(PROP_SDFSHADINGTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _SDFShadingTexture;
float _SDFShadingTextureUV;
float2 _SDFShadingTexturePan;
float4 _SDFShadingTexture_ST;
float _SDFBlur;
float4 _SDFForward;
float4 _SDFLeft;
#endif
#endif
// Additive
float _LightingAdditiveType;
float _LightingAdditiveGradientStart;
float _LightingAdditiveGradientEnd;
float _LightingAdditiveDetailStrength;
//endex
//ifex _EnableAniso==0
#ifdef POI_ANISOTROPICS
#if defined(PROP_ANISOCOLORMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _AnisoColorMap;
float4 _AnisoColorMap_ST;
float2 _AnisoColorMapPan;
float _AnisoColorMapUV;
#endif
/*
#if defined(PROP_ANISONOISEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _AnisoNoiseMap;
float4 _AnisoNoiseMap_ST;
float2 _AnisoNoiseMapPan;
float _AnisoNoiseMapUV;
#endif
*/
float _AnisoHideInShadow;
float _AnisoReplace;
float _AnisoAdd;
float _AnisoUseBaseColor;
float _AnisoUseLightColor;
float _Aniso0Strength;
float _Aniso0Power;
float _Aniso0Offset;
float _Aniso0SwitchDirection;
float4 _Aniso0Tint;
float _Aniso0TintIndex;
float _Aniso0OffsetMapStrength;
float _Aniso0ToonMode;
float _Aniso0Edge;
float _Aniso0Blur;
float _Aniso1Strength;
float _Aniso1Power;
float _Aniso1Offset;
float _Aniso1SwitchDirection;
float4 _Aniso1Tint;
float _Aniso1TintIndex;
float _Aniso1OffsetMapStrength;
float _Aniso1ToonMode;
float _Aniso1Edge;
float _Aniso1Blur;
float _AnisoDebugToggle;
float _AnisoDebugMode;
#endif
//endex
//ifex _MatcapEnable==0
#ifdef POI_MATCAP0
#if defined(PROP_MATCAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap;
float4 _Matcap_ST;
float2 _MatcapPan;
float _MatcapUV;
#endif
#if defined(PROP_MATCAPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _MatcapMask;
float4 _MatcapMask_ST;
float2 _MatcapMaskPan;
float _MatcapMaskUV;
float _MatcapMaskChannel;
#endif
#ifdef POI_MATCAP0_CUSTOM_NORMAL
#if defined(PROP_MATCAP0NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap0NormalMap;
#endif
float4 _Matcap0NormalMap_ST;
float2 _Matcap0NormalMapPan;
float _Matcap0NormalMapUV;
float _Matcap0NormalMapScale;
#endif
float _MatcapUVMode;
float _MatcapMaskInvert;
float _MatcapMaskGlobalMask;
float _MatcapMaskGlobalMaskBlendType;
float _MatcapBorder;
float4 _MatcapColor;
float _MatcapColorThemeIndex;
float _MatcapIntensity;
float _MatcapReplace;
float _MatcapMultiply;
float _MatcapAdd;
float _MatcapAddToLight;
float _MatcapMixed;
float _MatcapAlphaOverride;
float _MatcapEnable;
float _MatcapLightMask;
float _MatcapEmissionStrength;
float _MatcapNormal;
float _MatcapHueShiftEnabled;
float _MatcapHueShiftSpeed;
float _MatcapHueShift;
float _MatcapTPSDepthEnabled;
float _MatcapTPSMaskStrength;
#endif
//endex
//ifex _Matcap2Enable==0
#ifdef COLOR_GRADING_HDR_3D
#if defined(PROP_MATCAP2) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap2;
float4 _Matcap2_ST;
float2 _Matcap2Pan;
float _Matcap2UV;
#endif
#if defined(PROP_MATCAP2MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap2Mask;
float4 _Matcap2Mask_ST;
float2 _Matcap2MaskPan;
float _Matcap2MaskUV;
float _Matcap2MaskChannel;
#endif
#ifdef POI_MATCAP1_CUSTOM_NORMAL
#if defined(PROP_MATCAP1NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap1NormalMap;
#endif
float4 _Matcap1NormalMap_ST;
float2 _Matcap1NormalMapPan;
float _Matcap1NormalMapUV;
float _Matcap1NormalMapScale;
#endif
float _Matcap2UVMode;
float _Matcap2MaskInvert;
float _Matcap2MaskGlobalMask;
float _Matcap2MaskGlobalMaskBlendType;
float _Matcap2Border;
float4 _Matcap2Color;
float _Matcap2ColorThemeIndex;
float _Matcap2Intensity;
float _Matcap2Replace;
float _Matcap2Multiply;
float _Matcap2Add;
float _Matcap2AddToLight;
float _Matcap2Mixed;
float _Matcap2AlphaOverride;
float _Matcap2Enable;
float _Matcap2LightMask;
float _Matcap2EmissionStrength;
float _Matcap2Normal;
float _Matcap2HueShiftEnabled;
float _Matcap2HueShiftSpeed;
float _Matcap2HueShift;
float _Matcap2TPSDepthEnabled;
float _Matcap2TPSMaskStrength;
#endif
//endex
//ifex _Matcap3Enable==0
#ifdef POI_MATCAP2
#if defined(PROP_MATCAP3) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap3;
float4 _Matcap3_ST;
float2 _Matcap3Pan;
float _Matcap3UV;
#endif
#if defined(PROP_MATCAP3MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap3Mask;
float4 _Matcap3Mask_ST;
float2 _Matcap3MaskPan;
float _Matcap3MaskUV;
float _Matcap3MaskChannel;
#endif
#ifdef POI_MATCAP2_CUSTOM_NORMAL
#if defined(PROP_MATCAP2NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap2NormalMap;
#endif
float4 _Matcap2NormalMap_ST;
float2 _Matcap2NormalMapPan;
float _Matcap2NormalMapUV;
float _Matcap2NormalMapScale;
#endif
float _Matcap3UVMode;
float _Matcap3MaskInvert;
float _Matcap3MaskGlobalMask;
float _Matcap3MaskGlobalMaskBlendType;
float _Matcap3Border;
float4 _Matcap3Color;
float _Matcap3ColorThemeIndex;
float _Matcap3Intensity;
float _Matcap3Replace;
float _Matcap3Multiply;
float _Matcap3Add;
float _Matcap3AddToLight;
float _Matcap3Mixed;
float _Matcap3AlphaOverride;
float _Matcap3Enable;
float _Matcap3LightMask;
float _Matcap3EmissionStrength;
float _Matcap3Normal;
float _Matcap3HueShiftEnabled;
float _Matcap3HueShiftSpeed;
float _Matcap3HueShift;
float _Matcap3TPSDepthEnabled;
float _Matcap3TPSMaskStrength;
#endif
//endex
//ifex _Matcap4Enable==0
#ifdef POI_MATCAP3
#if defined(PROP_MATCAP4) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap4;
float4 _Matcap4_ST;
float2 _Matcap4Pan;
float _Matcap4UV;
#endif
#if defined(PROP_MATCAP4MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap4Mask;
float4 _Matcap4Mask_ST;
float2 _Matcap4MaskPan;
float _Matcap4MaskUV;
float _Matcap4MaskChannel;
#endif
#ifdef POI_MATCAP3_CUSTOM_NORMAL
#if defined(PROP_MATCAP3NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap3NormalMap;
#endif
float4 _Matcap3NormalMap_ST;
float2 _Matcap3NormalMapPan;
float _Matcap3NormalMapUV;
float _Matcap3NormalMapScale;
#endif
float _Matcap4UVMode;
float _Matcap4MaskInvert;
float _Matcap4MaskGlobalMask;
float _Matcap4MaskGlobalMaskBlendType;
float _Matcap4Border;
float4 _Matcap4Color;
float _Matcap4ColorThemeIndex;
float _Matcap4Intensity;
float _Matcap4Replace;
float _Matcap4Multiply;
float _Matcap4Add;
float _Matcap4AddToLight;
float _Matcap4Mixed;
float _Matcap4AlphaOverride;
float _Matcap4Enable;
float _Matcap4LightMask;
float _Matcap4EmissionStrength;
float _Matcap4Normal;
float _Matcap4HueShiftEnabled;
float _Matcap4HueShiftSpeed;
float _Matcap4HueShift;
float _Matcap4TPSDepthEnabled;
float _Matcap4TPSMaskStrength;
#endif
//endex
//ifex _CubeMapEnabled==0
#ifdef _CUBEMAP
#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
samplerCUBE _CubeMap;
float3 _CubeMapRotation;
float3 _CubeMapRotationPan;
#endif
#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _CubeMapMask;
float4 _CubeMapMask_ST;
float2 _CubeMapMaskPan;
float _CubeMapMaskUV;
float _CubeMapMaskChannel;
#endif
float _CubeMapUVMode;
float _CubeMapWorldNormalsStrength;
float _CubeMapMaskInvert;
float _CubeMapMaskGlobalMask;
float _CubeMapMaskGlobalMaskBlendType;
float4 _CubeMapColor;
float _CubeMapColorThemeIndex;
float _CubeMapIntensity;
float _CubeMapReplace;
float _CubeMapMultiply;
float _CubeMapAdd;
float _CubeMapEnable;
float _CubeMapLightMask;
float _CubeMapEmissionStrength;
float _CubeMapNormal;
float _CubeMapHueShiftEnabled;
float _CubeMapHueShiftSpeed;
float _CubeMapHueShift;
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
float _ALDecalUV;
float4 _ALUVScale;
float2 _ALUVPosition;
float _ALUVRotation;
float _ALUVRotationSpeed;
float4 _ALDecaldCircleDimensions;
float _ALDecalUVMode;
float _ALDecalVolumeStep;
float _ALDecalVolumeClipMin;
float _ALDecalVolumeClipMax;
float _ALDecalBandStep;
float _ALDecalBandClipMin;
float _ALDecalBandClipMax;
float _ALDecalShapeClip;
float _ALDecalShapeClipVolumeWidth;
float _ALDecalShapeClipBandWidth;
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _ALDecalColorMask;
float4 _ALDecalColorMask_ST;
float2 _ALDecalColorMaskPan;
float _ALDecalColorMaskUV;
#endif
float _ALDecalVolume;
float _ALDecalBaseBoost;
float _ALDecalTrebleBoost;
float _ALDecalLineWidth;
float _ALDecalVolumeColorSource;
float3 _ALDecalVolumeColorLow;
float _ALDecalVolumeColorLowThemeIndex;
float3 _ALDecalVolumeColorMid;
float _ALDecalVolumeColorMidThemeIndex;
float3 _ALDecalVolumeColorHigh;
float _ALDecalVolumeColorHighThemeIndex;
float _ALDecalLowEmission;
float _ALDecalMidEmission;
float _ALDecalHighEmission;
float _ALDecalBlendType;
float _ALDecalBlendAlpha;
float _ALDecalControlsAlpha;
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray);
float4 _FlipbookTexArray_ST;
float4 _FlipbookColor;
float _FlipbookColorThemeIndex;
float _FlipbookFPS;
// float _FlipbookTotalFrames;
float4 _FlipbookScaleOffset;
float4 _FlipbookSideOffset;
float _FlipbookTiled;
float _FlipbookManualFrameControl;
float _FlipbookCurrentFrame;
float _FlipbookStartAndEnd;
float _FlipbookStartFrame;
float _FlipbookEndFrame;
float _FlipbookEmissionStrength;
float _FlipbookRotation;
float _EnableFlipbook;
float _FlipbookTexArrayUV;
float _FlipbookAlphaControlsFinalAlpha;
float _FlipbookRotationSpeed;
float _FlipbookIntensityControlsAlpha;
float _FlipbookColorReplaces;
float2 _FlipbookTexArrayPan;
float _FlipbookFrameOffset;
// blending
float _FlipbookReplace;
float _FlipbookMultiply;
float _FlipbookAdd;
#if defined(PROP_FLIPBOOKMASSK) || !defined(OPTIMIZED_ENABLED)
Texture2D _FlipbookMask;
#endif
float4 _FlipbookMask_ST;
float2 _FlipbookMaskPan;
float _FlipbookMaskUV;
float _FlipbookMaskChannel;
float _FlipbookMaskGlobalMask;
float _FlipbookMaskGlobalMaskBlendType;
// anim
float _FlipbookMovementType;
float4 _FlipbookStartEndOffset;
float _FlipbookMovementSpeed;
// Crossfade
float _FlipbookCrossfadeEnabled;
float2 _FlipbookCrossfadeRange;
// Hueshift
float _FlipbookHueShiftEnabled;
float _FlipbookHueShiftSpeed;
float _FlipbookHueShift;
#ifdef POI_AUDIOLINK
float _FlipbookChronotensityEnabled;
float _FlipbookChronotensityBand;
float _FlipbookChronotensitySpeed;
float _FlipbookChronoType;
half _AudioLinkFlipbookScaleBand;
half4 _AudioLinkFlipbookScale;
half _AudioLinkFlipbookAlphaBand;
half2 _AudioLinkFlipbookAlpha;
half _AudioLinkFlipbookEmissionBand;
half2 _AudioLinkFlipbookEmission;
half _AudioLinkFlipbookFrameBand;
half2 _AudioLinkFlipbookFrame;
#endif
#endif
//endex
//ifex _EnableEmission==0
#ifdef _EMISSION
#if defined(PROP_EMISSIONMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMap;
#endif
float4 _EmissionMap_ST;
float2 _EmissionMapPan;
float _EmissionMapUV;
#if defined(PROP_EMISSIONMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMask;
#endif
float4 _EmissionMask_ST;
float2 _EmissionMaskPan;
float _EmissionMaskUV;
float _EmissionMaskInvert;
float _EmissionMaskChannel;
float _EmissionMask0GlobalMask;
float _EmissionMask0GlobalMaskBlendType;
#if defined(PROP_EMISSIONSCROLLINGCURVE) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionScrollingCurve;
#endif
float4 _EmissionScrollingCurve_ST;
float4 _EmissionColor;
float _EmissionBaseColorAsMap;
float _EmissionStrength;
float _EmissionHueShiftEnabled;
float _EmissionHueShift;
float _EmissionHueShiftSpeed;
float _EmissionCenterOutEnabled;
float _EmissionCenterOutSpeed;
float _EnableGITDEmission;
float _GITDEWorldOrMesh;
float _GITDEMinEmissionMultiplier;
float _GITDEMaxEmissionMultiplier;
float _GITDEMinLight;
float _GITDEMaxLight;
float _EmissionBlinkingEnabled;
float _EmissiveBlink_Min;
float _EmissiveBlink_Max;
float _EmissiveBlink_Velocity;
float _EmissionBlinkingOffset;
float _ScrollingEmission;
float4 _EmissiveScroll_Direction;
float _EmissiveScroll_Width;
float _EmissiveScroll_Velocity;
float _EmissiveScroll_Interval;
float _EmissionScrollingOffset;
float _EmissionReplace0;
float _EmissionScrollingVertexColor;
float _EmissionScrollingUseCurve;
float _EmissionColorThemeIndex;
// Audio Link
float _EmissionAL0Enabled;
float2 _EmissionAL0StrengthMod;
float _EmissionAL0StrengthBand;
float2 _AudioLinkEmission0CenterOut;
float _AudioLinkEmission0CenterOutSize;
float _AudioLinkEmission0CenterOutBand;
float _AudioLinkEmission0CenterOutDuration;
float2 _EmissionAL0Multipliers;
float _EmissionAL0MultipliersBand;
#endif
//endex
//ifex _EnableEmission1==0
#ifdef POI_EMISSION_1
#if defined(PROP_EMISSIONMAP1) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMap1;
#endif
float4 _EmissionMap1_ST;
float2 _EmissionMap1Pan;
float _EmissionMap1UV;
#if defined(PROP_EMISSIONMASK1) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMask1;
#endif
float4 _EmissionMask1_ST;
float2 _EmissionMask1Pan;
float _EmissionMask1UV;
float _EmissionMask1Channel;
float _EmissionMaskInvert1;
float _EmissionMask1GlobalMask;
float _EmissionMask1GlobalMaskBlendType;
#if defined(PROP_EMISSIONSCROLLINGCURVE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionScrollingCurve1;
#endif
float4 _EmissionScrollingCurve1_ST;
float4 _EmissionColor1;
float _EmissionBaseColorAsMap1;
float _EmissionStrength1;
float _EnableEmission1;
float _EmissionHueShift1;
float _EmissionHueShiftSpeed1;
float4 _EmissiveScroll_Direction1;
float _EmissiveScroll_Width1;
float _EmissiveScroll_Velocity1;
float _EmissiveScroll_Interval1;
float _EmissionBlinkingEnabled1;
float _EmissiveBlink_Min1;
float _EmissiveBlink_Max1;
float _EmissiveBlink_Velocity1;
float _ScrollingEmission1;
float _EnableGITDEmission1;
float _GITDEMinEmissionMultiplier1;
float _GITDEMaxEmissionMultiplier1;
float _GITDEMinLight1;
float _GITDEMaxLight1;
float _GITDEWorldOrMesh1;
float _EmissionCenterOutEnabled1;
float _EmissionCenterOutSpeed1;
float _EmissionHueShiftEnabled1;
float _EmissionBlinkingOffset1;
float _EmissionScrollingOffset1;
float _EmissionScrollingVertexColor1;
float _EmissionScrollingUseCurve1;
float _EmissionReplace1;
float _EmissionColor1ThemeIndex;
// Audio Link
float _EmissionAL1Enabled;
float2 _EmissionAL1StrengthMod;
float _EmissionAL1StrengthBand;
float2 _AudioLinkEmission1CenterOut;
float _AudioLinkEmission1CenterOutSize;
float _AudioLinkEmission1CenterOutBand;
float _AudioLinkEmission1CenterOutDuration;
float2 _EmissionAL1Multipliers;
float _EmissionAL1MultipliersBand;
#endif
//endex
//ifex _EnableEmission2==0
#ifdef POI_EMISSION_2
#if defined(PROP_EMISSIONMAP2) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMap2;
#endif
float4 _EmissionMap2_ST;
float2 _EmissionMap2Pan;
float _EmissionMap2UV;
#if defined(PROP_EMISSIONMASK2) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMask2;
#endif
float4 _EmissionMask2_ST;
float2 _EmissionMask2Pan;
float _EmissionMask2UV;
float _EmissionMask2Channel;
float _EmissionMaskInvert2;
float _EmissionMask2GlobalMask;
float _EmissionMask2GlobalMaskBlendType;
#if defined(PROP_EMISSIONSCROLLINGCURVE2) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionScrollingCurve2;
#endif
float4 _EmissionScrollingCurve2_ST;
float4 _EmissionColor2;
float _EmissionBaseColorAsMap2;
float _EmissionStrength2;
float _EnableEmission2;
float _EmissionHueShift2;
float _EmissionHueShiftSpeed2;
float4 _EmissiveScroll_Direction2;
float _EmissiveScroll_Width2;
float _EmissiveScroll_Velocity2;
float _EmissiveScroll_Interval2;
float _EmissionBlinkingEnabled2;
float _EmissiveBlink_Min2;
float _EmissiveBlink_Max2;
float _EmissiveBlink_Velocity2;
float _ScrollingEmission2;
float _EnableGITDEmission2;
float _GITDEMinEmissionMultiplier2;
float _GITDEMaxEmissionMultiplier2;
float _GITDEMinLight2;
float _GITDEMaxLight2;
float _GITDEWorldOrMesh2;
float _EmissionCenterOutEnabled2;
float _EmissionCenterOutSpeed2;
float _EmissionHueShiftEnabled2;
float _EmissionBlinkingOffset2;
float _EmissionScrollingOffset2;
float _EmissionScrollingVertexColor2;
float _EmissionScrollingUseCurve2;
float _EmissionReplace2;
float _EmissionColor2ThemeIndex;
// Audio Link
float _EmissionAL2Enabled;
float2 _EmissionAL2StrengthMod;
float _EmissionAL2StrengthBand;
float2 _AudioLinkEmission2CenterOut;
float _AudioLinkEmission2CenterOutSize;
float _AudioLinkEmission2CenterOutBand;
float _AudioLinkEmission2CenterOutDuration;
float2 _EmissionAL2Multipliers;
float _EmissionAL2MultipliersBand;
#endif
//endex
//ifex _EnableEmission3==0
#ifdef POI_EMISSION_3
#if defined(PROP_EMISSIONMAP3) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMap3;
#endif
float4 _EmissionMap3_ST;
float2 _EmissionMap3Pan;
float _EmissionMap3UV;
#if defined(PROP_EMISSIONMASK3) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionMask3;
#endif
float4 _EmissionMask3_ST;
float2 _EmissionMask3Pan;
float _EmissionMask3UV;
float _EmissionMask3Channel;
float _EmissionMaskInvert3;
float _EmissionMask3GlobalMask;
float _EmissionMask3GlobalMaskBlendType;
#if defined(PROP_EMISSIONSCROLLINGCURVE3) || !defined(OPTIMIZER_ENABLED)
Texture2D _EmissionScrollingCurve3;
#endif
float4 _EmissionScrollingCurve3_ST;
float4 _EmissionColor3;
float _EmissionBaseColorAsMap3;
float _EmissionStrength3;
float _EnableEmission3;
float _EmissionHueShift3;
float _EmissionHueShiftSpeed3;
float4 _EmissiveScroll_Direction3;
float _EmissiveScroll_Width3;
float _EmissiveScroll_Velocity3;
float _EmissiveScroll_Interval3;
float _EmissionBlinkingEnabled3;
float _EmissiveBlink_Min3;
float _EmissiveBlink_Max3;
float _EmissiveBlink_Velocity3;
float _ScrollingEmission3;
float _EnableGITDEmission3;
float _GITDEMinEmissionMultiplier3;
float _GITDEMaxEmissionMultiplier3;
float _GITDEMinLight3;
float _GITDEMaxLight3;
float _GITDEWorldOrMesh3;
float _EmissionCenterOutEnabled3;
float _EmissionCenterOutSpeed3;
float _EmissionHueShiftEnabled3;
float _EmissionBlinkingOffset3;
float _EmissionScrollingOffset3;
float _EmissionScrollingVertexColor3;
float _EmissionScrollingUseCurve3;
float _EmissionReplace3;
float _EmissionColor3ThemeIndex;
// Audio Link
float _EmissionAL3Enabled;
float2 _EmissionAL3StrengthMod;
float _EmissionAL3StrengthBand;
float2 _AudioLinkEmission3CenterOut;
float _AudioLinkEmission3CenterOutSize;
float _AudioLinkEmission3CenterOutBand;
float _AudioLinkEmission3CenterOutDuration;
float2 _EmissionAL3Multipliers;
float _EmissionAL3MultipliersBand;
#endif
//endex
//ifex _EnableRimLighting==0
#ifdef _GLOSSYREFLECTIONS_OFF
float _Is_NormalMapToRimLight;
float4 _RimLightColor;
float _RimLightColorThemeIndex;
float _RimClamp;
#ifdef _RIMSTYLE_POIYOMI
float _RimLightingInvert;
float _RimWidth;
float _RimStrength;
float _RimSharpness;
float _RimBaseColorMix;
float _EnableRimLighting;
float _RimWidthNoiseStrength;
float4 _RimShadowAlpha;
float _RimShadowWidth;
float _RimBlendStrength;
float _RimBlendMode;
float _RimShadowToggle;
float _RimPower;
float _RimShadowMaskStrength;
float _RimShadowMaskRampType;
float _RimShadowMaskInvert;
float _RimBrightness;
#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimTex;
#endif
float4 _RimTex_ST;
float2 _RimTexPan;
float _RimTexUV;
#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimMask;
#endif
float4 _RimMask_ST;
float2 _RimMaskPan;
float _RimMaskUV;
float _RimMaskChannel;
#ifdef POI_AUDIOLINK
half _AudioLinkRimWidthBand;
float2 _AudioLinkRimWidthAdd;
half _AudioLinkRimEmissionBand;
float2 _AudioLinkRimEmissionAdd;
half _AudioLinkRimBrightnessBand;
float2 _AudioLinkRimBrightnessAdd;
#endif
#endif
#ifdef _RIMSTYLE_UTS2
float _RimLight;
float _Is_LightColor_RimLight;
float _RimLight_Power;
float _RimLight_InsideMask;
float _RimLight_FeatherOff;
float _LightDirection_MaskOn;
float _Tweak_LightDirection_MaskLevel;
float _Add_Antipodean_RimLight;
float4 _Ap_RimLightColor;
float _RimApColorThemeIndex;
float _Is_LightColor_Ap_RimLight;
float _Ap_RimLight_Power;
float _Ap_RimLight_FeatherOff;
#if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Set_RimLightMask;
float4 _Set_RimLightMask_ST;
float2 _Set_RimLightMaskPan;
float _Set_RimLightMaskUV;
#endif
float _Tweak_RimLightMaskLevel;
#endif
#ifdef _RIMSTYLE_LILTOON
float4 _RimColor;
#if defined(PROP_RIMCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimColorTex;
float4 _RimColorTex_ST;
float2 _RimColorTexPan;
float _RimColorTexUV;
#endif
float _RimMainStrength;
float _RimNormalStrength;
float _RimBorder;
float _RimBlur;
float _RimFresnelPower;
float _RimEnableLighting;
float _RimShadowMask;
int _RimBackfaceMask;
float _RimVRParallaxStrength;
float _RimDirStrength;
float _RimDirRange;
float _RimIndirRange;
float4 _RimIndirColor;
float _RimIndirBorder;
float _RimIndirBlur;
#endif
float _RimGlobalMask;
float _RimGlobalMaskBlendType;
float _RimApplyGlobalMaskIndex;
float _RimApplyGlobalMaskBlendType;
float _RimHueShiftEnabled;
float _RimHueShiftSpeed;
float _RimHueShift;
#endif
//endex
//ifex _EnableRim2Lighting==0
#ifdef POI_RIM2
float _Is_NormalMapToRim2Light;
float4 _Rim2LightColor;
float _Rim2LightColorThemeIndex;
float _Rim2Clamp;
#ifdef _RIM2STYLE_POIYOMI
float _Rim2LightingInvert;
float _Rim2Width;
float _Rim2Strength;
float _Rim2Sharpness;
float _Rim2BaseColorMix;
float _EnableRim2Lighting;
float _Rim2WidthNoiseStrength;
float4 _Rim2ShadowAlpha;
float _Rim2ShadowWidth;
float _Rim2BlendStrength;
float _Rim2BlendMode;
float _Rim2ShadowToggle;
float _Rim2Power;
float _Rim2ShadowMaskStrength;
float _Rim2ShadowMaskRampType;
float _Rim2ShadowMaskInvert;
float _Rim2Brightness;
#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2Tex;
#endif
float4 _Rim2Tex_ST;
float2 _Rim2TexPan;
float _Rim2TexUV;
#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2Mask;
#endif
float4 _Rim2Mask_ST;
float2 _Rim2MaskPan;
float _Rim2MaskUV;
float _Rim2MaskChannel;
#if defined(PROP_RIM2WIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2WidthNoiseTexture;
#endif
#ifdef POI_AUDIOLINK
half _AudioLinkRim2WidthBand;
float2 _AudioLinkRim2WidthAdd;
half _AudioLinkRim2EmissionBand;
float2 _AudioLinkRim2EmissionAdd;
half _AudioLinkRim2BrightnessBand;
float2 _AudioLinkRim2BrightnessAdd;
#endif
#endif
#ifdef _RIM2STYLE_UTS2
float _Rim2Light;
float _Is_LightColor_Rim2Light;
float _Rim2Light_Power;
float _Rim2Light_InsideMask;
float _Rim2Light_FeatherOff;
float _LightDirection_MaskOn2;
float _Tweak_LightDirection_MaskLevel2;
float _Add_Antipodean_Rim2Light;
float4 _Ap_Rim2LightColor;
float _Rim2ApColorThemeIndex;
float _Is_LightColor_Ap_Rim2Light;
float _Ap_Rim2Light_Power;
float _Ap_Rim2Light_FeatherOff;
#if defined(PROP_SET_RIM2LIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Set_Rim2LightMask;
float4 _Set_Rim2LightMask_ST;
float2 _Set_Rim2LightMaskPan;
float _Set_Rim2LightMaskUV;
#endif
float _Tweak_Rim2LightMaskLevel;
#endif
#ifdef _RIM2STYLE_LILTOON
float4 _Rim2Color;
#if defined(PROP_RIM2COLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2ColorTex;
float4 _Rim2ColorTex_ST;
float2 _Rim2ColorTexPan;
float _Rim2ColorTexUV;
#endif
float _Rim2MainStrength;
float _Rim2NormalStrength;
float _Rim2Border;
float _Rim2Blur;
float _Rim2FresnelPower;
float _Rim2EnableLighting;
float _Rim2ShadowMask;
int _Rim2BackfaceMask;
float _Rim2VRParallaxStrength;
// int _Rim2ApplyTransparency;
float _Rim2DirStrength;
float _Rim2DirRange;
float _Rim2IndirRange;
float4 _Rim2IndirColor;
float _Rim2IndirBorder;
float _Rim2IndirBlur;
#endif
float _Rim2GlobalMask;
float _Rim2GlobalMaskBlendType;
float _Rim2ApplyGlobalMaskIndex;
float _Rim2ApplyGlobalMaskBlendType;
float _Rim2HueShiftEnabled;
float _Rim2HueShiftSpeed;
float _Rim2HueShift;
#endif
//endex
//ifex _EnableDepthRimLighting==0
#ifdef _POI_DEPTH_RIMLIGHT
float _DepthRimNormalToUse;
float _DepthRimWidth;
float _DepthRimSharpness;
float _DepthRimHideInShadow;
float4 _DepthRimColor;
float _DepthRimColorThemeIndex;
float _DepthRimMixBaseColor;
float _DepthRimEmission;
float _DepthRimReplace;
float _DepthRimAdd;
float _DepthRimMultiply;
float _DepthRimAdditiveLighting;
float _DepthRimMixLightColor;
float _DepthRimType;
float _DepthRimBrightness;
static float2 sobelSamplePoints[9] = {
float2(-1, 1), float2(0, 1), float2(1, 1),
float2(-1, 0), float2(0, 0), float2(1, 01),
float2(-1, -1), float2(0, -1), float2(1, -1)
};
static float sobelXMatrix[9] = {
1, 0, -1,
2, 0, -2,
1, 0, -1
};
static float sobelYMatrix[9] = {
1, 2, 1,
0, 0, 0,
- 1, -2, -1
};
#endif
//endex
//ifex _GlitterEnable==0
#ifdef _SUNDISK_SIMPLE
float _GlitterUseNormals;
float _GlitterUV;
half3 _GlitterColor;
float _GlitterColorThemeIndex;
float2 _GlitterPan;
half _GlitterSpeed;
half _GlitterBrightness;
float _GlitterFrequency;
float _GlitterJitter;
half _GlitterSize;
half _GlitterContrast;
half _GlitterAngleRange;
half _GlitterMinBrightness;
half _GlitterBias;
fixed _GlitterUseSurfaceColor;
float _GlitterBlendType;
float _GlitterMode;
float _GlitterShape;
float _GlitterCenterSize;
float _glitterFrequencyLinearEmissive;
float _GlitterJaggyFix;
float _GlitterTextureRotation;
float2 _GlitterUVPanning;
float _GlitterHueShiftEnabled;
float _GlitterHueShiftSpeed;
float _GlitterHueShift;
float _GlitterHideInShadow;
float _GlitterRandomColors;
float2 _GlitterMinMaxSaturation;
float2 _GlitterMinMaxBrightness;
float _GlitterRandomSize;
float4 _GlitterMinMaxSize;
float _GlitterRandomRotation;
#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlitterMask;
#endif
float4 _GlitterMask_ST;
float2 _GlitterMaskPan;
float _GlitterMaskUV;
float _GlitterMaskChannel;
float _GlitterMaskGlobalMask;
float _GlitterMaskGlobalMaskBlendType;
#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlitterColorMap;
#endif
float4 _GlitterColorMap_ST;
float2 _GlitterColorMapPan;
float _GlitterColorMapUV;
#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlitterTexture;
#endif
float4 _GlitterTexture_ST;
float2 _GlitterTexturePan;
float _GlitterTextureUV;
#endif
//endex
//ifex _SubsurfaceScattering==0
#ifdef POI_SUBSURFACESCATTERING
float4 _SSSColor;
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _SSSThicknessMap;
#endif
float4 _SSSThicknessMap_ST;
float2 _SSSThicknessMapPan;
float _SSSThicknessMapUV;
float _SSSThicknessMapChannel;
float _SSSThicknessMod;
float _SSSStrength;
float _SSSSpread;
float _SSSDistortion;
#endif
//endex
//ifex _MochieBRDF==0
#ifdef MOCHIE_PBR
#if defined(PROP_MOCHIEMETALLICMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _MochieMetallicMaps;
float _PBRMapsStochastic;
#endif
POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(_MochieMetallicMaps);
float _MochieMetallicMapInvert;
float _MochieRoughnessMapInvert;
float _MochieReflectionMaskInvert;
float _MochieSpecularMaskInvert;
float _MochieMetallicMapsMetallicChannel;
float _MochieMetallicMapsRoughnessChannel;
float _MochieMetallicMapsReflectionMaskChannel;
float _MochieMetallicMapsSpecularMaskChannel;
float _PBRNormalSelect;
float _MochieReflectionTintThemeIndex;
float _MochieSpecularTintThemeIndex;
float _MochieRoughnessMultiplier;
float _MochieMetallicMultiplier;
float _MochieReflectionStrength;
float _MochieSpecularStrength;
float4 _MochieSpecularTint;
float4 _MochieReflectionTint;
float _MochieLitFallback;
float _IgnoreCastedShadows;
float _PBRSplitMaskSample;
float _PBRSplitMaskStochastic;
float4 _PBRMaskScaleTiling;
float _MochieMetallicMasksUV;
float4 _MochieMetallicMasksPan;
float _Specular2ndLayer;
float _MochieSpecularStrength2;
float _MochieRoughnessMultiplier2;
float _RefSpecFresnel;
samplerCUBE _MochieReflCube;
float4 _MochieReflCube_HDR;
float _MochieForceFallback;
float _MochieGSAAEnabled;
float _PoiGSAAVariance;
float _PoiGSAAThreshold;
float _BRDFTPSReflectionMaskStrength;
float _BRDFTPSSpecularMaskStrength;
float _BRDFTPSDepthEnabled;
float _MochieReflectionStrengthGlobalMask;
float _MochieReflectionStrengthGlobalMaskBlendType;
float _MochieSpecularStrengthGlobalMask;
float _MochieSpecularStrengthGlobalMaskBlendType;
#endif
//endex
//ifex _ClearCoatBRDF==0
#ifdef POI_CLEARCOAT
#if defined(PROP_CLEARCOATMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _ClearCoatMaps;
float4 _ClearCoatMaps_ST;
float2 _ClearCoatMapsPan;
float _ClearCoatMapsUV;
float _ClearCoatMapsStochastic;
#endif
float _ClearCoatBRDF;
float _ClearCoatReflectionStrength;
float _ClearCoatSpecularStrength;
float _ClearCoatStrength;
float _ClearCoatSmoothness;
float4 _ClearCoatReflectionTint;
float _ClearCoatReflectionTintThemeIndex;
float4 _ClearCoatSpecularTint;
float _ClearCoatSpecularTintThemeIndex;
float _ClearCoatSmoothnessMapInvert;
float _ClearCoatMaskInvert;
float _ClearCoatReflectionMaskInvert;
float _ClearCoatSpecularMaskInvert;
float _ClearCoatTPSMaskStrength;
float _ClearCoatTPSDepthMaskEnabled;
float _ClearCoatNormalSelect;
samplerCUBE _ClearCoatFallback;
float4 _ClearCoatFallback_HDR;
float _ClearCoatForceFallback;
float _ClearCoatLitFallback;
float _CCIgnoreCastedShadows;
float _ClearCoatGSAAEnabled;
float _ClearCoatGSAAVariance;
float _ClearCoatGSAAThreshold;
float _ClearcoatFresnel;
float _ClearCoatReflectionStrengthGlobalMask;
float _ClearCoatReflectionStrengthGlobalMaskBlendType;
float _ClearCoatSpecularStrengthGlobalMask;
float _ClearCoatSpecularStrengthGlobalMaskBlendType;
#endif
//endex
//ifex _EnableEnvironmentalRim==0
#ifdef POI_ENVIRORIM
#if defined(PROP_RIMENVIROMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimEnviroMask;
#endif
float4 _RimEnviroMask_ST;
float2 _RimEnviroMaskPan;
float _RimEnviroMaskUV;
float _RimEnviroChannel;
float _RimEnviroBlur;
float _RimEnviroMinBrightness;
float _RimEnviroWidth;
float _RimEnviroSharpness;
float _RimEnviroIntensity;
#endif
//endex
//ifex _StylizedSpecular==0
#ifdef POI_STYLIZED_StylizedSpecular
#if defined(PROP_HIGHCOLOR_TEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _HighColor_Tex;
#endif
float4 _HighColor_Tex_ST;
float2 _HighColor_TexPan;
float _HighColor_TexUV;
#if defined(PROP_SET_HIGHCOLORMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Set_HighColorMask;
#endif
float4 _Set_HighColorMask_ST;
float2 _Set_HighColorMaskPan;
float _Set_HighColorMaskUV;
float _Set_HighColorMaskChannel;
float _Tweak_HighColorMaskLevel;
/*
#if defined(PROP_StylizedSpecularOPTMAP1) || !defined(OPTIMIZER_ENABLED)
Texture2D _StylizedSpecularOptMap1;
#endif
float4 _StylizedSpecularOptMap1_ST;
float2 _StylizedSpecularOptMap1Pan;
float _StylizedSpecularOptMap1UV;
#if defined(PROP_StylizedSpecularOPTMAP2) || !defined(OPTIMIZER_ENABLED)
Texture2D _StylizedSpecularOptMap2;
#endif
float4 _StylizedSpecularOptMap2_ST;
float2 _StylizedSpecularOptMap2Pan;
float _StylizedSpecularOptMap2UV;
*/
float4 _HighColor;
float _UseLightColor;
float _HighColor_Power;
float _StylizedSpecularFeather;
float _Layer1Strength;
float _Layer2Size;
float _StylizedSpecular2Feather;
float _Layer2Strength;
float _SSIgnoreCastedShadows;
float _StylizedSpecularStrength;
float _UseSpecularOptMap2;
float _HighColorThemeIndex;
float _Is_BlendAddToHiColor;
float _Is_SpecularToHighColor;
#endif
//endex
//ifex _EnablePathing==0
#ifdef POI_PATHING
#if defined(PROP_PATHINGMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _PathingMap;
SamplerState SmpRepeatPoint;
#endif
float4 _PathingMap_ST;
float2 _PathingMapPan;
float _PathingMapUV;
#if defined(PROP_PATHINGCOLORMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _PathingColorMap;
#endif
float4 _PathingColorMap_ST;
float2 _PathingColorMapPan;
float _PathingColorMapUV;
float _PathingOverrideAlpha;
// Fill, 0, Path, 1, Loop, 2
float _PathTypeR;
float _PathTypeG;
float _PathTypeB;
float _PathTypeA;
float _PathGradientType;
half4 _PathWidth;
float4 _PathTime;
float4 _PathOffset;
float4 _PathSpeed;
float4 _PathColorR;
float4 _PathColorG;
float4 _PathColorB;
float4 _PathColorA;
float4 _PathEmissionStrength;
float4 _PathSoftness;
float4 _PathSegments;
float _PathColorRThemeIndex;
float _PathColorGThemeIndex;
float _PathColorBThemeIndex;
float _PathColorAThemeIndex;
#ifdef POI_AUDIOLINK
float _PathALAutoCorrelator;
float _PathALAutoCorrelatorR;
float _PathALAutoCorrelatorG;
float _PathALAutoCorrelatorB;
float _PathALAutoCorrelatorA;
float _PathALHistory;
float _PathALHistoryBandR;
float _PathALHistoryR;
float _PathALHistoryBandG;
float _PathALHistoryG;
float _PathALHistoryBandB;
float _PathALHistoryB;
float _PathALHistoryBandA;
float _PathALHistoryA;
float _PathALCCR;
float _PathALCCG;
float _PathALCCB;
float _PathALCCA;
// Time Offset
float _PathALTimeOffset;
half _AudioLinkPathTimeOffsetBandR;
half2 _AudioLinkPathTimeOffsetR;
half _AudioLinkPathTimeOffsetBandG;
half2 _AudioLinkPathTimeOffsetG;
half _AudioLinkPathTimeOffsetBandB;
half2 _AudioLinkPathTimeOffsetB;
half _AudioLinkPathTimeOffsetBandA;
half2 _AudioLinkPathTimeOffsetA;
// Emission Offset
float _PathALEmissionOffset;
half _AudioLinkPathEmissionAddBandR;
half2 _AudioLinkPathEmissionAddR;
half _AudioLinkPathEmissionAddBandG;
half2 _AudioLinkPathEmissionAddG;
half _AudioLinkPathEmissionAddBandB;
half2 _AudioLinkPathEmissionAddB;
half _AudioLinkPathEmissionAddBandA;
half2 _AudioLinkPathEmissionAddA;
// Length Offset
float _PathALWidthOffset;
half _AudioLinkPathWidthOffsetBandR;
half2 _AudioLinkPathWidthOffsetR;
half _AudioLinkPathWidthOffsetBandG;
half2 _AudioLinkPathWidthOffsetG;
half _AudioLinkPathWidthOffsetBandB;
half2 _AudioLinkPathWidthOffsetB;
half _AudioLinkPathWidthOffsetBandA;
half2 _AudioLinkPathWidthOffsetA;
// Chrono Time
float _PathALChrono;
float _PathChronoBandR;
float _PathChronoTypeR;
float _PathChronoSpeedR;
float _PathChronoBandG;
float _PathChronoTypeG;
float _PathChronoSpeedG;
float _PathChronoBandB;
float _PathChronoTypeB;
float _PathChronoSpeedB;
float _PathChronoBandA;
float _PathChronoTypeA;
float _PathChronoSpeedA;
#endif
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float _VisibilityMode;
float _Mirror;
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MirrorTexture;
#endif
float4 _MirrorColor;
float _MirrorColorThemeIndex;
float _MirrorTextureBlendType;
float4 _MirrorTexture_ST;
float2 _MirrorTexturePan;
float _MirrorTextureUV;
float _VisibilityVRCRegular;
float _VisibilityVRCMirrorVR;
float _VisibilityVRCMirrorDesktop;
float _VisibilityVRCCameraVR;
float _VisibilityVRCCameraDesktop;
float _VisibilityVRCCameraScreenshot;
#endif
//endex
//ifex _EnableTouchGlow==0
#if defined(PROP_DEPTHMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DepthMask;
#endif
float4 _DepthMask_ST;
float2 _DepthMaskPan;
float _DepthMaskUV;
float _DepthMaskChannel;
float _DepthMaskGlobalMask;
float _DepthMaskGlobalMaskBlendType;
// Color
float _DepthColorToggle;
float _DepthColorBlendMode;
#if defined(PROP_DEPTHTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DepthTexture;
#endif
float4 _DepthTexture_ST;
float2 _DepthTexturePan;
float _DepthTextureUV;
float3 _DepthColor;
float _DepthColorThemeIndex;
float _DepthColorMinDepth;
float _DepthColorMaxDepth;
float _DepthColorMinValue;
float _DepthColorMaxValue;
float _DepthEmissionStrength;
// Emission
// Alpha
float _DepthAlphaToggle;
float _DepthAlphaMinValue;
float _DepthAlphaMaxValue;
float _DepthAlphaMinDepth;
float _DepthAlphaMaxDepth;
//endex
//ifex _EnableIridescence==0
#ifdef POI_IRIDESCENCE
#if defined(PROP_IRIDESCENCERAMP) || !defined(OPTIMIZER_ENABLED)
Texture2D _IridescenceRamp;
#endif
float4 _IridescenceRamp_ST;
float2 _IridescenceRampPan;
#if defined(PROP_IRIDESCENCEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _IridescenceMask;
#endif
float4 _IridescenceMask_ST;
float2 _IridescenceMaskPan;
float _IridescenceMaskUV;
float _IridescenceMaskChannel;
float _IridescenceMaskGlobalMask;
float _IridescenceMaskGlobalMaskBlendType;
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _IridescenceNormalMap;
#endif
float4 _IridescenceNormalMap_ST;
float2 _IridescenceNormalMapPan;
float _IridescenceNormalMapUV;
float _IridescenceIntensity;
float _IridescenceHueShiftEnabled;
float _IridescenceHueShiftSpeed;
float _IridescenceHueShift;
float _IridescenceNormalSelection;
float _IridescenceNormalIntensity;
float _IridescenceNormalToggle;
float _IridescenceAddBlend;
float _IridescenceReplaceBlend;
float _IridescenceMultiplyBlend;
float _IridescenceEmissionStrength;
#ifdef POI_AUDIOLINK
float _IridescenceAudioLinkEmissionAddBand;
float2 _IridescenceAudioLinkEmissionAdd;
#endif
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
float _BlackLightMasking0Key;
float2 _BlackLightMasking0Range;
float _BlackLightMasking0GlobalMaskIndex;
float _BlackLightMasking0GlobalMaskBlendType;
float _BlackLightMasking1Key;
float2 _BlackLightMasking1Range;
float _BlackLightMasking1GlobalMaskIndex;
float _BlackLightMasking1GlobalMaskBlendType;
float _BlackLightMasking2Key;
float2 _BlackLightMasking2Range;
float _BlackLightMasking2GlobalMaskIndex;
float _BlackLightMasking2GlobalMaskBlendType;
float _BlackLightMasking3Key;
float2 _BlackLightMasking3Range;
float _BlackLightMasking3GlobalMaskIndex;
float _BlackLightMasking3GlobalMaskBlendType;
#endif
//endex
float _PPLightingMultiplier;
float _PPLightingAddition;
float _PPEmissionMultiplier;
float _PPFinalColorMultiplier;
//ifex _TextEnabled==0
#ifdef EFFECT_BUMP
sampler2D _TextGlyphs;
float4 _TextGlyphs_ST;
float4 _TextGlyphs_TexelSize;
float _TextFPSUV;
float _TextTimeUV;
float _TextPositionUV;
float _TextNumericUV;
float _TextPixelRange;
float _TextFPSEnabled;
float _TextPositionEnabled;
float _TextTimeEnabled;
float _TextNumericEnabled;
float4 _TextFPSColor;
float _TextFPSEmissionStrength;
fixed4 _TextFPSPadding;
float2 _TextFPSOffset;
float2 _TextFPSScale;
float _TextFPSRotation;
fixed _TextPositionVertical;
float4 _TextPositionColor;
float _TextPositionEmissionStrength;
fixed4 _TextPositionPadding;
float2 _TextPositionOffset;
float2 _TextPositionScale;
float _TextPositionRotation;
float4 _TextTimeColor;
float _TextTimeEmissionStrength;
fixed4 _TextTimePadding;
float2 _TextTimeOffset;
float2 _TextTimeScale;
float _TextTimeRotation;
float4 _TextNumericColor;
float _TextNumericEmissionStrength;
fixed4 _TextNumericPadding;
float2 _TextNumericOffset;
float2 _TextNumericScale;
float _TextNumericRotation;
float _TextNumericValue;
float _TextNumericWholeDigits;
float _TextNumericDecimalDigits;
float _TextNumericTrimZeroes;
float _TextFPSColorThemeIndex;
float _TextPositionColorThemeIndex;
float _TextTimeColorThemeIndex;
float _TextNumericColorThemeIndex;
float3 globalTextEmission;
#define ASCII_SPACE 32
#define ASCII_LEFT_PARENTHESIS 40
#define ASCII_RIGHT_PARENTHESIS 41
#define ASCII_POSITIVE 43
#define ASCII_PERIOD 46
#define ASCII_NEGATIVE 45
#define ASCII_COMMA 44
#define ASCII_E 69
#define ASCII_F 70
#define ASCII_I 73
#define ASCII_M 77
#define ASCII_O 79
#define ASCII_P 80
#define ASCII_R 82
#define ASCII_S 83
#define ASCII_T 84
#define ASCII_SEMICOLON 58
#define glyphWidth 0.0625
#endif
//endex
//ifex _FXProximityColor==0
float _FXProximityColor;
float _FXProximityColorType;
float3 _FXProximityColorMinColor;
float3 _FXProximityColorMaxColor;
float _FXProximityColorMinColorThemeIndex;
float _FXProximityColorMaxColorThemeIndex;
float _FXProximityColorMinDistance;
float _FXProximityColorMaxDistance;
float _FXProximityColorBackFace;
//endex
//ifex _PostProcess==0
#ifdef POSTPROCESS
#if defined(PROP_PPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _PPMask;
#endif
float4 _PPMask_ST;
float2 _PPMaskPan;
float _PPMaskUV;
float _PPMaskChannel;
float _PPMaskInvert;
float3 _PPTint;
float3 _PPRGB;
float _PPHue;
float _PPContrast;
float _PPSaturation;
float _PPBrightness;
float _PPLightness;
float _PPHDR;
float _PPPosterization;
float _PPPosterizationAmount;
const static float COLORS = 32;
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
float _TPS_AnimatedToggle;
float _TPS_PenetratorLength;
float3 _TPS_PenetratorScale;
float3 _TPS_PenetratorForward;
float3 _TPS_PenetratorRight;
float3 _TPS_PenetratorUp;
float _TPS_VertexColors;
float _TPS_MinimumOrificeDistance;
float _TPS_BezierStart;
float _TPS_SmoothStart;
float _TPS_BezierSmoothness;
float _TPS_Squeeze;
float _TPS_SqueezeDistance;
float _TPS_Buldge;
float _TPS_BuldgeDistance;
float _TPS_BuldgeFalloffDistance;
float _TPS_PumpingStrength;
float _TPS_PumpingSpeed;
float _TPS_PumpingWidth;
float _TPS_IdleSkrinkWidth;
float _TPS_IdleSkrinkLength;
float _TPS_BufferedDepthGlobalMaskIndex;
float _TPS_BufferedDepthGlobalMaskBlendType;
float _TPS_BufferedDepth;
float _TPS_BufferedStrength;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TPS_Grabpass);
#ifdef TPS_IsSkinnedMesh
UNITY_DECLARE_TEX2D_NOSAMPLER(_TPS_BakedMesh);
#else
sampler2D _TPS_BakedMesh;
#endif
#define ID_HOLE 0.41
#define ID_RING 0.42
#define ID_NORM 0.45
#define TPS_RECIEVER_DIST 0.01
#define PENETRATORTYPE_RING 1
#define PENETRATORTYPE_HOLE 2
#endif
//endex
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
float _NormalCorrectAmount;
float3 _NormalCorrectOrigin;
#endif
//endex
//ifex _PoiInternalParallax==0
#ifdef POI_INTERNALPARALLAX
#if defined(PROP_PARALLAXINTERNALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _ParallaxInternalMap;
#endif
float4 _ParallaxInternalMap_ST;
float2 _ParallaxInternalMapPan;
#if defined(PROP_PARALLAXINTERNALMAPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _ParallaxInternalMapMask;
#endif
float4 _ParallaxInternalMapMask_ST;
float2 _ParallaxInternalMapMaskPan;
float _ParallaxInternalMapMaskUV;
float _ParallaxInternalMapMaskChannel;
float _ParallaxInternalIterations;
float _ParallaxInternalMinDepth;
float _ParallaxInternalMaxDepth;
float _ParallaxInternalMinFade;
float _ParallaxInternalMaxFade;
float4 _ParallaxInternalMinColor;
float4 _ParallaxInternalMaxColor;
// float4 _ParallaxInternalPanSpeed;
float4 _ParallaxInternalPanDepthSpeed;
float _ParallaxInternalHeightmapMode;
float _ParallaxInternalHeightFromAlpha;
float _ParallaxInternalHueShiftEnabled;
float _ParallaxInternalHueShift;
float _ParallaxInternalHueShiftSpeed;
float _ParallaxInternalHueShiftPerLevel;
// float _ParallaxInternalHueShiftPerLevelSpeed;
#endif
//endex
//ifex _EnableTruchet!=1
#ifdef POI_TRUCHET
float _TruchetUV;
float _TruchetDensity;
float _TruchetThiccness;
float4 _TruchetColor;
float _TruchetPan;
Texture2D _TruchetTex;
float4 _TruchetTex_ST;
float2 _TruchetTexPan;
float _TruchetShape;
float _TruchetAlpha;
float _TruchetEmissionStrength;
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
float4 _BacklightColor;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _BacklightColorTex;
float4 _BacklightColorTex_ST;
float2 _BacklightColorTexPan;
float _BacklightColorTexUV;
#endif
float _BacklightMainStrength;
float _BacklightNormalStrength;
float _BacklightBorder;
float _BacklightBlur;
float _BacklightDirectivity;
float _BacklightViewStrength;
int _BacklightReceiveShadow;
int _BacklightBackfaceMask;
#endif
//endex
//ifex _VideoEffectsEnable==0
float _VideoEffectsEnable;
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
sampler2D _VideoPixelTexture;
float4 _VideoPixelTexture_ST;
float _VideoPixelTextureUV;
#endif
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _VideoMaskTexture;
float4 _VideoMaskTexture_ST;
float2 _VideoMaskTexturePan;
float _VideoMaskTextureUV;
float _VideoMaskTextureChannel;
#endif
float _VideoType;
float2 _VideoResolution;
sampler2D _VideoGameboyRamp;
float _VideoBacklight;
float _VideoCRTRefreshRate;
float _VideoCRTPixelEnergizedTime;
float _VideoRepeatVideoTexture;
float _VideoPixelateToResolution;
float2 _VideoMaskPanning;
float _VideoSaturation;
float _VideoContrast;
float _VideoEmissionEnabled;
//endex
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
uint vertexId : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOut
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
float3 objNormal : TEXCOORD4;
float3 normal : TEXCOORD5;
float3 tangent : TEXCOORD6;
float3 binormal : TEXCOORD7;
float4 worldPos : TEXCOORD8;
float4 localPos : TEXCOORD9;
float3 objectPos : TEXCOORD10;
float4 vertexColor : TEXCOORD11;
float4 lightmapUV : TEXCOORD12;
float4 grabPos: TEXCOORD13;
float4 worldDirection: TEXCOORD14;
float4 extra: TEXCOORD15;
UNITY_SHADOW_COORDS(16)
UNITY_FOG_COORDS(17)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct PoiMesh
{
// 0 Vertex normal
// 1 Fragment normal
float3 normals[2];
float3 objNormal;
float3 tangentSpaceNormal;
float3 binormal[2];
float3 tangent[2];
float3 worldPos;
float3 localPos;
float3 objectPosition;
float isFrontFace;
float4 vertexColor;
float4 lightmapUV;
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 7 Distorted UV
float2 uv[8];
float2 parallaxUV;
};
struct PoiCam
{
float3 viewDir;
float3 forwardDir;
float3 worldPos;
float distanceToVert;
float4 clipPos;
float3 reflectionDir;
float3 vertexReflectionDir;
float3 tangentViewDir;
float4 grabPos;
float2 screenUV;
float vDotN;
float4 worldDirection;
};
struct PoiMods
{
float4 Mask;
float4 audioLink;
float audioLinkAvailable;
float audioLinkVersion;
float4 audioLinkTexture;
float audioLinkViaLuma;
float2 detailMask;
float2 backFaceDetailIntensity;
float globalEmission;
float4 globalColorTheme[12];
float globalMask[16];
float ALTime[8];
};
struct PoiLight
{
float3 direction;
float attenuation;
float attenuationStrength;
float3 directColor;
float3 indirectColor;
float occlusion;
float shadowMask;
float detailShadow;
float3 halfDir;
float lightMap;
float3 rampedLightMap;
float vertexNDotL;
float nDotL;
float nDotV;
float vertexNDotV;
float nDotH;
float vertexNDotH;
float lDotv;
float lDotH;
float nDotLSaturated;
float nDotLNormalized;
#ifdef POI_PASS_ADD
float additiveShadow;
#endif
float3 finalLighting;
float3 finalLightAdd;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
// Non Important Lights
float4 vDotNL;
float4 vertexVDotNL;
float3 vColor[4];
float4 vCorrectedDotNL;
float4 vAttenuation;
float4 vAttenuationDotNL;
float3 vPosition[4];
float3 vDirection[4];
float3 vFinalLighting;
float3 vHalfDir[4];
half4 vDotNH;
half4 vertexVDotNH;
half4 vDotLH;
#endif
};
struct PoiVertexLights
{
float3 direction;
float3 color;
float attenuation;
};
struct PoiFragData
{
float3 baseColor;
float3 finalColor;
float alpha;
float3 emission;
};
// glsl_mod behaves better on negative numbers, and
// in some situations actually outperforms HLSL's fmod()
#ifndef glsl_mod
#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
#endif
float2 poiUV(float2 uv, float4 tex_st)
{
return uv * tex_st.xy + tex_st.zw;
}
float2 vertexUV(in VertexOut o, int index)
{
switch (index)
{
case 0:
return o.uv[0];
case 1:
return o.uv[1];
case 2:
return o.uv[2];
case 3:
return o.uv[3];
default:
return o.uv[0];
}
}
float2 vertexUV(in appdata v, int index)
{
switch (index)
{
case 0:
return v.uv0;
case 1:
return v.uv1;
case 2:
return v.uv2;
case 3:
return v.uv3;
default:
return v.uv0;
}
}
//Lighting Helpers
float calculateluminance(float3 color)
{
return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
}
// Set by VRChat (as of open beta 1245)
// _VRChatCameraMode: 0 => Normal, 1 => VR HandCam, 2 => Desktop Handcam, 3 => Screenshot/Photo
// _VRChatMirrorMode: 0 => Normal, 1 => Mirror (VR), 2 => Mirror (Deskie)
float _VRChatCameraMode;
float _VRChatMirrorMode;
float VRCCameraMode()
{
return _VRChatCameraMode;
}
float VRCMirrorMode()
{
return _VRChatMirrorMode;
}
bool IsInMirror()
{
return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
}
bool IsOrthographicCamera()
{
return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
}
float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
{
// average energy
float R0 = max(0, L0);
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
half3 BetterSH9(half4 normal)
{
float3 indirect;
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
indirect = max(0, indirect);
indirect += SHEvalLinearL2(normal);
return indirect;
}
// Silent's code ends here
float3 getCameraForward()
{
#if UNITY_SINGLE_PASS_STEREO
float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
#else
float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
#endif
return normalize(p2 - p1);
}
half3 GetSHLength()
{
half3 x, x1;
x.r = length(unity_SHAr);
x.g = length(unity_SHAg);
x.b = length(unity_SHAb);
x1.r = length(unity_SHBr);
x1.g = length(unity_SHBg);
x1.b = length(unity_SHBb);
return x + x1;
}
float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
//UNITY_BRANCH
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float poiMax(float2 i)
{
return max(i.x, i.y);
}
float poiMax(float3 i)
{
return max(max(i.x, i.y), i.z);
}
float poiMax(float4 i)
{
return max(max(max(i.x, i.y), i.z), i.w);
}
float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
{
float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
return normalize(
normal.x * poiMesh.tangent[0] +
normal.y * poiMesh.binormal[0] +
normal.z * baseNormal
);
}
float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 calcParallax(in float height, in PoiCam poiCam)
{
return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
}
/*
0: Zero float4(0.0, 0.0, 0.0, 0.0),
1: One float4(1.0, 1.0, 1.0, 1.0),
2: DstColor destinationColor,
3: SrcColor sourceColor,
4: OneMinusDstColor float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
5: SrcAlpha sourceColor.aaaa,
6: OneMinusSrcColor float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
7: DstAlpha destinationColor.aaaa,
8: OneMinusDstAlpha float4(1.0, 1.0, 1.0, 1.0) - destinationColor.,
9: SrcAlphaSaturate saturate(sourceColor.aaaa),
10: OneMinusSrcAlpha float4(1.0, 1.0, 1.0, 1.0) - sourceColor.aaaa,
*/
float4 poiBlend(const float sourceFactor, const float4 sourceColor, const float destinationFactor, const float4 destinationColor, const float4 blendFactor)
{
float4 sA = 1 - blendFactor;
const float4 blendData[11] = {
float4(0.0, 0.0, 0.0, 0.0),
float4(1.0, 1.0, 1.0, 1.0),
destinationColor,
sourceColor,
float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sA,
saturate(sourceColor.aaaa),
1 - sA,
};
return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
}
// Average
float blendAverage(float base, float blend)
{
return (base + blend) / 2.0;
}
float3 blendAverage(float3 base, float3 blend)
{
return (base + blend) / 2.0;
}
// Color burn
float blendColorBurn(float base, float blend)
{
return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(blend))), 0.0);
}
float3 blendColorBurn(float3 base, float3 blend)
{
return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
}
// Color Dodge
float blendColorDodge(float base, float blend)
{
return (blend == 1.0)?blend : min(base / (1.0 - blend), 1.0);
}
float3 blendColorDodge(float3 base, float3 blend)
{
return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
}
// Darken
float blendDarken(float base, float blend)
{
return min(blend, base);
}
float3 blendDarken(float3 base, float3 blend)
{
return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
}
// Exclusion
float blendExclusion(float base, float blend)
{
return base + blend - 2.0 * base * blend;
}
float3 blendExclusion(float3 base, float3 blend)
{
return base + blend - 2.0 * base * blend;
}
// Reflect
float blendReflect(float base, float blend)
{
return (blend == 1.0)?blend : min(base * base / (1.0 - blend), 1.0);
}
float3 blendReflect(float3 base, float3 blend)
{
return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
}
// Glow
float blendGlow(float base, float blend)
{
return blendReflect(blend, base);
}
float3 blendGlow(float3 base, float3 blend)
{
return blendReflect(blend, base);
}
// Overlay
float blendOverlay(float base, float blend)
{
return base < 0.5?(2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
}
float3 blendOverlay(float3 base, float3 blend)
{
return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
}
// Hard Light
float blendHardLight(float base, float blend)
{
return blendOverlay(blend, base);
}
float3 blendHardLight(float3 base, float3 blend)
{
return blendOverlay(blend, base);
}
// Vivid light
float blendVividLight(float base, float blend)
{
return (blend < 0.5)?blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendVividLight(float3 base, float3 blend)
{
return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
}
// Hard mix
float blendHardMix(float base, float blend)
{
return (blendVividLight(base, blend) < 0.5)?0.0 : 1.0;
}
float3 blendHardMix(float3 base, float3 blend)
{
return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
}
// Lighten
float blendLighten(float base, float blend)
{
return max(blend, base);
}
float3 blendLighten(float3 base, float3 blend)
{
return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
}
// Linear Burn
float blendLinearBurn(float base, float blend)
{
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1.0, 0.0);
}
float3 blendLinearBurn(float3 base, float3 blend)
{
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
}
// Linear Dodge
float blendLinearDodge(float base, float blend)
{
// Note : Same implementation as BlendAddf
return min(base + blend, 1.0);
}
float3 blendLinearDodge(float3 base, float3 blend)
{
// Note : Same implementation as BlendAdd
return min(base + blend, float3(1.0, 1.0, 1.0));
}
// Linear light
float blendLinearLight(float base, float blend)
{
return blend < 0.5?blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendLinearLight(float3 base, float3 blend)
{
return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
}
// Multiply
float blendMultiply(float base, float blend)
{
return base * blend;
}
float3 blendMultiply(float3 base, float3 blend)
{
return base * blend;
}
// Negation
float blendNegation(float base, float blend)
{
return 1.0 - abs(1.0 - base - blend);
}
float3 blendNegation(float3 base, float3 blend)
{
return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
}
// Normal
float blendNormal(float base, float blend)
{
return blend;
}
float3 blendNormal(float3 base, float3 blend)
{
return blend;
}
// Phoenix
float blendPhoenix(float base, float blend)
{
return min(base, blend) - max(base, blend) + 1.0;
}
float3 blendPhoenix(float3 base, float3 blend)
{
return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
}
// Pin light
float blendPinLight(float base, float blend)
{
return (blend < 0.5)?blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
}
float3 blendPinLight(float3 base, float3 blend)
{
return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
}
// Screen
float blendScreen(float base, float blend)
{
return 1.0 - ((1.0 - base) * (1.0 - blend));
}
float3 blendScreen(float3 base, float3 blend)
{
return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
}
// Soft Light
float blendSoftLight(float base, float blend)
{
return (blend < 0.5)?(2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
}
float3 blendSoftLight(float3 base, float3 blend)
{
return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
}
// Subtract
float blendSubtract(float base, float blend)
{
return max(base - blend, 0.0);
}
float3 blendSubtract(float3 base, float3 blend)
{
return max(base - blend, 0.0);
}
// Difference
float blendDifference(float base, float blend)
{
return abs(base - blend);
}
float3 blendDifference(float3 base, float3 blend)
{
return abs(base - blend);
}
// Divide
float blendDivide(float base, float blend)
{
return base / max(blend, 0.0001);
}
float3 blendDivide(float3 base, float3 blend)
{
return base / max(blend, 0.0001);
}
float3 customBlend(float3 base, float3 blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float customBlend(float base, float blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float random(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
}
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
}
float3 random3(float3 p)
{
return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
}
float3 randomFloat3(float2 Seed, float maximum)
{
return (.5 + float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
) * .5) * (maximum);
}
float3 randomFloat3Range(float2 Seed, float Range)
{
return (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1) * Range;
}
float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
{
float3 rando = (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1);
float speed = 1 + wiggleSpeed;
return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
}
void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
{
float2 uv = ScreenPosition.xy * _ScreenParams.xy;
float DITHER_THRESHOLDS[16] = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}
static const float Epsilon = 1e-10;
// The weights of RGB contributions to luminance.
// Should sum to unity.
static const float3 HCYwts = float3(0.299, 0.587, 0.114);
static const float HCLgamma = 3;
static const float HCLy0 = 100;
static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
static const float3 wref = float3(1.0, 1.0, 1.0);
#define TAU 6.28318531
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R, G, B));
}
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 HSVtoRGB(in float3 HSV)
{
float3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}
float3 RGBtoHSV(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return float3(HCV.x, S, HCV.z);
}
float3 HSLtoRGB(in float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
float3 RGBtoHSL(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
{
// Optimization/adaptation of https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/GUI/ColorMutator.cs#L23 but skips weird photoshop stuff
float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
bool isSDR = maxColorComponent <= 1.0;
float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
baseLinearColor = scaleFactor * linearColorHDR;
}
float3 ApplyHDRExposure(float3 linearColor, float exposure)
{
return linearColor * pow(2, exposure);
}
// Transforms an RGB color using a matrix. Note that S and V are absolute values here
float3 ModifyViaHSV(float3 color, float h, float s, float v)
{
float3 colorHSV = RGBtoHSV(color);
colorHSV.x = frac(colorHSV.x + h);
colorHSV.y = saturate(colorHSV.y + s);
colorHSV.z = saturate(colorHSV.z + v);
return HSVtoRGB(colorHSV);
}
float3 ModifyViaHSV(float3 color, float3 HSVMod)
{
return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
}
float3 hueShift(float3 color, float hueOffset)
{
color = RGBtoHSV(color);
color.x = frac(hueOffset +color.x);
return HSVtoRGB(color);
}
// LCH
float xyzF(float t)
{
return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
}
float xyzR(float t)
{
return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
}
float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
{
float angleX = radians(x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float4x4 poiRotationMatrixFromAngles(float3 angles)
{
float angleX = radians(angles.x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(angles.y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(angles.z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float3 getCameraPosition()
{
#ifdef USING_STEREO_MATRICES
return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
#endif
return _WorldSpaceCameraPos;
}
half2 calcScreenUVs(half4 grabPos)
{
half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
#if UNITY_SINGLE_PASS_STEREO
uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
#else
uv.xy *= _ScreenParams.xy;
#endif
return uv;
}
float CalcMipLevel(float2 texture_coord)
{
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
float inverseLerp(float A, float B, float T)
{
return (T - A) / (B - A);
}
float inverseLerp2(float2 a, float2 b, float2 value)
{
float2 AB = b - a;
float2 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp3(float3 a, float3 b, float3 value)
{
float3 AB = b - a;
float3 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp4(float4 a, float4 b, float4 value)
{
float4 AB = b - a;
float4 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
/*
MIT License
Copyright (c) 2019 wraikny
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
VertexTransformShader is dependent on:
*/
float4 quaternion_conjugate(float4 v)
{
return float4(
v.x, -v.yzw
);
}
float4 quaternion_mul(float4 v1, float4 v2)
{
float4 result1 = (v1.x * v2 + v1 * v2.x);
float4 result2 = float4(
- dot(v1.yzw, v2.yzw),
cross(v1.yzw, v2.yzw)
);
return float4(result1 + result2);
}
// angle : radians
float4 get_quaternion_from_angle(float3 axis, float angle)
{
float sn = sin(angle * 0.5);
float cs = cos(angle * 0.5);
return float4(axis * sn, cs);
}
float4 quaternion_from_vector(float3 inVec)
{
return float4(0.0, inVec);
}
float degree_to_radius(float degree)
{
return (
degree / 180.0 * PI
);
}
float3 rotate_with_quaternion(float3 inVec, float3 rotation)
{
float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
float4 quaternion = normalize(MUL3(qx, qy, qz));
float4 conjugate = quaternion_conjugate(quaternion);
float4 inVecQ = quaternion_from_vector(inVec);
float3 rotated = (
MUL3(quaternion, inVecQ, conjugate)
).yzw;
return rotated;
}
float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
{
input.rgb *= (scale.xyz * scale.w);
input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
return input;
}
/*
MIT END
*/
float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
{
if (themeIndex == 0) return srcColor;
themeIndex -= 1;
if (themeIndex <= 3)
{
return poiMods.globalColorTheme[themeIndex];
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
return poiMods.globalColorTheme[themeIndex];
}
#endif
return srcColor;
}
float lilIsIn0to1(float f)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
}
float lilIsIn0to1(float f, float nv)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, nv));
}
float poiEdgeLinearNoSaturate(float value, float border)
{
return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
}
float poiEdgeLinearNoSaturate(float value, float border, float blur)
{
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeNonLinearNoSaturate(float value, float border)
{
//return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
float fwidthValue = fwidth(value);
return smoothstep(border - fwidthValue, border + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinear(float value, float border)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border));
}
float poiEdgeNonLinear(float value, float border, float blur)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
}
float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
}
float poiEdgeLinear(float value, float border)
{
return saturate(poiEdgeLinearNoSaturate(value, border));
}
float poiEdgeLinear(float value, float border, float blur)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur));
}
float poiEdgeLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
}
// From https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl
float3 OpenLitLinearToSRGB(float3 col)
{
return LinearToGammaSpace(col);
}
float3 OpenLitSRGBToLinear(float3 col)
{
return GammaToLinearSpace(col);
}
float OpenLitLuminance(float3 rgb)
{
#if defined(UNITY_COLORSPACE_GAMMA)
return dot(rgb, float3(0.22, 0.707, 0.071));
#else
return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
#endif
}
float OpenLitGray(float3 rgb)
{
return dot(rgb, float3(1.0/3.0, 1.0/3.0, 1.0/3.0));
}
void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
{
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 N = lightDirection * 0.666666;
float4 vB = N.xyzz * N.yzzx;
// L0 L2
float3 res = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
res.r += dot(unity_SHBr, vB);
res.g += dot(unity_SHBg, vB);
res.b += dot(unity_SHBb, vB);
res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
// L1
float3 l1;
l1.r = dot(unity_SHAr.rgb, N);
l1.g = dot(unity_SHAg.rgb, N);
l1.b = dot(unity_SHAb.rgb, N);
shMax = res + l1;
shMin = res - l1;
#if defined(UNITY_COLORSPACE_GAMMA)
shMax = OpenLitLinearToSRGB(shMax);
shMin = OpenLitLinearToSRGB(shMin);
#endif
#else
shMax = 0.0;
shMin = 0.0;
#endif
}
float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
{
float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
}
float3 OpenLitLightingDirectionForSH9()
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 lightDirectionForSH9 = sh9Dir + mainDir;
lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
return lightDirectionForSH9;
}
float3 OpenLitLightingDirection(float4 lightDirectionOverride)
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
return normalize(sh9DirAbs + mainDir + customDir);
}
float3 OpenLitLightingDirection()
{
float4 customDir = float4(0.001,0.002,0.001,0.0);
return OpenLitLightingDirection(customDir);
}
inline float4 CalculateFrustumCorrection()
{
float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
}
inline float CorrectedLinearEyeDepth(float z, float B)
{
return 1.0 / (z / UNITY_MATRIX_P._34 + B);
}
//Silent's code
float2 sharpSample( float4 texelSize , float2 p )
{
p = p*texelSize.zw;
float2 c = max(0.0, fwidth(p));
p = floor(p) + saturate(frac(p) / c);
p = (p - 0.5)*texelSize.xy;
return p;
}
void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
{
float valBlended = saturate(customBlend(poiMods.globalMask[index], val, blendType));
switch (index)
{
case 0: poiMods.globalMask[0] = valBlended; break;
case 1: poiMods.globalMask[1] = valBlended; break;
case 2: poiMods.globalMask[2] = valBlended; break;
case 3: poiMods.globalMask[3] = valBlended; break;
case 4: poiMods.globalMask[4] = valBlended; break;
case 5: poiMods.globalMask[5] = valBlended; break;
case 6: poiMods.globalMask[6] = valBlended; break;
case 7: poiMods.globalMask[7] = valBlended; break;
case 8: poiMods.globalMask[8] = valBlended; break;
case 9: poiMods.globalMask[9] = valBlended; break;
case 10: poiMods.globalMask[10] = valBlended; break;
case 11: poiMods.globalMask[11] = valBlended; break;
case 12: poiMods.globalMask[12] = valBlended; break;
case 13: poiMods.globalMask[13] = valBlended; break;
case 14: poiMods.globalMask[14] = valBlended; break;
case 15: poiMods.globalMask[15] = valBlended; break;
}
}
void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
{
switch (index)
{
case 0: vec[0] = value; break;
case 1: vec[1] = value; break;
case 2: vec[2] = value; break;
case 3: vec[3] = value; break;
}
}
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
// Convenient mechanism to read from the AudioLink texture that handles reading off the end of one line and onto the next above it.
float4 AudioLinkDataMultiline(uint2 xycoord) { return AudioLinkData(uint2(xycoord.x % AUDIOLINK_WIDTH, xycoord.y + xycoord.x/AUDIOLINK_WIDTH)); }
// Mechanism to sample between two adjacent pixels and lerp between them, like "linear" supesampling
float4 AudioLinkLerp(float2 xy) { return lerp( AudioLinkData(xy), AudioLinkData(xy+int2(1,0)), frac( xy.x ) ); }
// Same as AudioLinkLerp but properly handles multiline reading.
float4 AudioLinkLerpMultiline(float2 xy) { return lerp(AudioLinkDataMultiline(xy), AudioLinkDataMultiline(xy+float2(1,0)), frac(xy.x)); }
//Tests to see if Audio Link texture is available
bool AudioLinkIsAvailable()
{
#if !defined(AUDIOLINK_STANDARD_INDEXING)
int width, height;
_AudioTexture.GetDimensions(width, height);
return width > 16;
#else
return _AudioTexture_TexelSize.z > 16;
#endif
}
//Get version of audiolink present in the world, 0 if no audiolink is present
float AudioLinkGetVersion()
{
int2 dims;
#if !defined(AUDIOLINK_STANDARD_INDEXING)
_AudioTexture.GetDimensions(dims.x, dims.y);
#else
dims = _AudioTexture_TexelSize.zw;
#endif
if (dims.x >= 128)
return AudioLinkData(ALPASS_GENERALVU).x;
else if (dims.x > 16)
return 1;
else
return 0;
}
// This pulls data from this texture.
#define AudioLinkGetSelfPixelData(xy) _SelfTexture2D[xy]
// Extra utility functions for time.
uint AudioLinkDecodeDataAsUInt(uint2 indexloc)
{
uint4 rpx = AudioLinkData(indexloc);
return rpx.r + rpx.g*1024 + rpx.b * 1048576 + rpx.a * 1073741824;
}
//Note: This will truncate time to every 134,217.728 seconds (~1.5 days of an instance being up) to prevent floating point aliasing.
// if your code will alias sooner, you will need to use a different function. It should be safe to use this on all times.
float AudioLinkDecodeDataAsSeconds(uint2 indexloc)
{
uint time = AudioLinkDecodeDataAsUInt(indexloc) & 0x7ffffff;
//Can't just divide by float. Bug in Unity's HLSL compiler.
return float(time / 1000) + float( time % 1000 ) / 1000.;
}
#define ALDecodeDataAsSeconds( x ) AudioLinkDecodeDataAsSeconds( x )
#define ALDecodeDataAsUInt( x ) AudioLinkDecodeDataAsUInt( x )
float AudioLinkRemap(float t, float a, float b, float u, float v) { return ((t-a) / (b-a)) * (v-u) + u; }
float3 AudioLinkHSVtoRGB(float3 HSV)
{
float3 RGB = 0;
float C = HSV.z * HSV.y;
float H = HSV.x * 6;
float X = C * (1 - abs(fmod(H, 2) - 1));
if (HSV.y != 0)
{
float I = floor(H);
if (I == 0) { RGB = float3(C, X, 0); }
else if (I == 1) { RGB = float3(X, C, 0); }
else if (I == 2) { RGB = float3(0, C, X); }
else if (I == 3) { RGB = float3(0, X, C); }
else if (I == 4) { RGB = float3(X, 0, C); }
else { RGB = float3(C, 0, X); }
}
float M = HSV.z - C;
return RGB + M;
}
float3 AudioLinkCCtoRGB(float bin, float intensity, int rootNote)
{
float note = bin / AUDIOLINK_EXPBINS;
float hue = 0.0;
note *= 12.0;
note = glsl_mod(4. - note + rootNote, 12.0);
{
if(note < 4.0)
{
//Needs to be YELLOW->RED
hue = (note) / 24.0;
}
else if(note < 8.0)
{
// [4] [8]
//Needs to be RED->BLUE
hue = (note-2.0) / 12.0;
}
else
{
// [8] [12]
//Needs to be BLUE->YELLOW
hue = (note - 4.0) / 8.0;
}
}
float val = intensity - 0.1;
return AudioLinkHSVtoRGB(float3(fmod(hue, 1.0), 1.0, clamp(val, 0.0, 1.0)));
}
// Sample the amplitude of a given frequency in the DFT, supports frequencies in [13.75; 14080].
float4 AudioLinkGetAmplitudeAtFrequency(float hertz)
{
float note = AUDIOLINK_EXPBINS * log2(hertz / AUDIOLINK_BOTTOM_FREQUENCY);
return AudioLinkLerpMultiline(ALPASS_DFT + float2(note, 0));
}
// Sample the amplitude of a given semitone in an octave. Octave is in [0; 9] while note is [0; 11].
float AudioLinkGetAmplitudeAtNote(float octave, float note)
{
float quarter = note * 2.0;
return AudioLinkLerpMultiline(ALPASS_DFT + float2(octave * AUDIOLINK_EXPBINS + quarter, 0));
}
// Get a reasonable drop-in replacement time value for _Time.y with the
// given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTime(uint index, uint band)
{
return (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(index, band))) / 100000.0;
}
// Get a chronotensity value in the interval [0; 1], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeNormalized(uint index, uint band, float speed)
{
return frac(AudioLinkGetChronoTime(index, band) * speed);
}
// Get a chronotensity value in the interval [0; interval], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeInterval(uint index, uint band, float speed, float interval)
{
return AudioLinkGetChronoTimeNormalized(index, band, speed) * interval;
}
float getBandAtTime(float band, float time, float size = 1.0f)
{
//return remap(UNITY_SAMPLE_TEX2D(_AudioTexture, float2(time * width, band/128.0)).r, min(size,.9999), 1);
return remapClamped(min(size,.9999), 1, AudioLinkData(ALPASS_AUDIOBASS + uint2(time * AUDIOLINK_WIDTH,band)).r);
}
fixed3 maximize(fixed3 c) {
if (c.x == 0 && c.y == 0 && c.z == 0)
return fixed3(1.0, 1.0, 1.0);
else
return c / max(c.r, max(c.g, c.b));
}
bool LumaIsAvailable()
{
return LumaData(0.629, 0.511).r > 0.9;
}
float3 getLumaGradient(uint index, float offset) {
return LumaData(0.57 + (index * 0.11) + lerp(0, 0.107, offset), 0.493);
}
void initPoiAudioLink(inout PoiMods poiMods)
{
if (!_AudioLinkAnimToggle) return;
if (AudioLinkIsAvailable())
{
poiMods.audioLinkAvailable = true;
poiMods.audioLinkVersion = AudioLinkGetVersion();
poiMods.audioLink.x = AudioLinkData(ALPASS_AUDIOBASS).r;
poiMods.audioLink.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
poiMods.audioLink.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
poiMods.audioLink.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
/*
poiMods.globalColorTheme[4] = AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) );
poiMods.globalColorTheme[5] = AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) );
poiMods.globalColorTheme[6] = AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) );
poiMods.globalColorTheme[7] = AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) );
poiMods.globalColorTheme[4] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) )),1.0);
poiMods.globalColorTheme[5] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) )),1.0);
poiMods.globalColorTheme[6] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) )),1.0);
poiMods.globalColorTheme[7] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) )),1.0);
*/
poiMods.globalColorTheme[4] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(2, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[5] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(3, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[6] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(4, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[7] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(5, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[8] = AudioLinkData(ALPASS_THEME_COLOR0);
poiMods.globalColorTheme[9] = AudioLinkData(ALPASS_THEME_COLOR1);
poiMods.globalColorTheme[10] = AudioLinkData(ALPASS_THEME_COLOR2);
poiMods.globalColorTheme[11] = AudioLinkData(ALPASS_THEME_COLOR3);
return;
}
if (LumaIsAvailable())
{
// Gradients:
// 0.570 - 0.677, 0.493
// 0.680 - 0.788, 0.493
// 0.791 - 0.898, 0.493
float4 audioPixel = LumaData(0.578, 0.515);
float audioLows = audioPixel.r;
float audioHighs = audioPixel.g;
float4 zone1 = LumaData(0.856, 0.522);
float4 zone2 = LumaData(0.856, 0.507);
float4 zone3 = LumaData(0.864, 0.522);
float4 zone4 = LumaData(0.864, 0.507);
// float4 lumaEnabledPixel = LumaData(0.629, 0.511);
// float fakeLight = (lumaEnabledPixel.g > 0) ? 1 : (1 - lumaEnabledPixel.r);
poiMods.audioLinkAvailable = true;
poiMods.audioLinkViaLuma = true;
poiMods.audioLink.xy = audioLows;
poiMods.audioLink.zw = audioHighs;
poiMods.globalColorTheme[8] = zone1;
poiMods.globalColorTheme[9] = zone2;
poiMods.globalColorTheme[10] = zone3;
poiMods.globalColorTheme[11] = zone4;
}
}
void DebugVisualizer(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods){
if (_DebugWaveform){
float waveform = AudioLinkLerpMultiline(ALPASS_WAVEFORM + float2( 500. * poiMesh.uv[0].x, 0)).r;
poiFragData.emission += clamp(1 - 50 * abs(waveform - poiMesh.uv[0].y * 2. + 1), 0, 1);
}
if (_DebugDFT){
poiFragData.emission += AudioLinkLerpMultiline(ALPASS_DFT + uint2(poiMesh.uv[0].x * AUDIOLINK_ETOTALBINS, 0)).rrr;
}
if (_DebugBass){
poiFragData.emission += poiMods.audioLink.x;
}
if (_DebugLowMids){
poiFragData.emission += poiMods.audioLink.y;
}
if (_DebugHighMids){
poiFragData.emission += poiMods.audioLink.z;
}
if (_DebugTreble){
poiFragData.emission += poiMods.audioLink.w;
}
if (_DebugCCColors){
poiFragData.emission += AudioLinkData(ALPASS_CCCOLORS + uint2(3 + 1, 0));
}
if (_DebugCCStrip){
poiFragData.emission += AudioLinkLerp(ALPASS_CCSTRIP + float2(poiMesh.uv[0].x * AUDIOLINK_WIDTH, 0));
}
if (_DebugCCLights){
poiFragData.emission += AudioLinkData(ALPASS_CCLIGHTS + uint2(uint(poiMesh.uv[0].x * 8) + uint(poiMesh.uv[0].y * 16) * 8, 0));
}
if (_DebugAutocorrelator){
poiFragData.emission += saturate(AudioLinkLerp(ALPASS_AUTOCORRELATOR + float2((abs(1. - poiMesh.uv[0].x * 2.)) * AUDIOLINK_WIDTH, 0)).rrr);
}
if (_DebugChronotensity){
poiFragData.emission += (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(1, 0)) % 1000000) / 1000000.0;
}
}
void SetupAudioLink(inout PoiFragData poiFragData, inout PoiMods poiMods, in PoiMesh poiMesh){
initPoiAudioLink(poiMods);
DebugVisualizer(poiFragData, poiMesh, poiMods);
if(_AudioLinkCCStripY)
{
poiFragData.emission += AudioLinkLerp( ALPASS_CCSTRIP + float2( poiMesh.uv[0].y * AUDIOLINK_WIDTH, 0 ) ).rgb * .5;
}
}
#endif
//endex
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE)
void applyDepthBulgeFX(inout VertexOut o)
{
float4 pos = UnityObjectToClipPos(o.localPos);
float4 grabPos = ComputeGrabScreenPos(pos);
float depth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(grabPos.xy / grabPos.w, 0, 0));
#if defined(PROP_DEPTHBULGEMASK) || !defined(OPTIMIZER_ENABLED)
float depthBulgeMask = tex2Dlod(_DepthBulgeMask, float4(poiUV(vertexUV(o, _DepthBulgeMaskUV), _DepthBulgeMask_ST), 0, 0))[_DepthBulgeMaskChannel];
#else
float depthBulgeMask = 1.0;
#endif
depth = Linear01Depth(depth);
float intersect = 0;
if (depth != 1)
{
float diff = distance(depth, Linear01Depth(pos.z / pos.w));
if (diff > 0)
{
intersect = 1 - smoothstep(0, _ProjectionParams.w * _DepthBulgeFadeLength, diff);
}
}
float4 offset = intersect * _DepthBulgeHeight * float4(o.normal, 0);
offset = IsInMirror() ? 0 : offset;
offset *= depthBulgeMask;
o.worldPos.xyz += offset.xyz;
o.localPos.xyz += mul(unity_WorldToObject, float4(offset.xyz, 0)).xyz;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
//https://forum.unity.com/threads/point-light-in-v-f-shader.499717/ UGA BUGA, Unity Forums pogggggggg
float LightRange(int i) {
return (0.005 * sqrt(1000000.0 - unity_4LightAtten0[i])) / sqrt(unity_4LightAtten0[i]);
}
float4 GetLightPositionInObjectSpace(int i) {
return mul(unity_WorldToObject, float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1));
}
uint4 f32touint8(float4 input)
{
input.r = LinearToGammaSpaceExact(input.r);
input.g = LinearToGammaSpaceExact(input.g);
input.b = LinearToGammaSpaceExact(input.b);
return round(input * 255);
}
float decodeFloatFromARGB8(float4 rgba)
{
uint4 u = f32touint8(rgba);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
float decodeFloatFromARGB8File(float4 rgba)
{
uint4 u = round(rgba * 255);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SampleGrabpass(tex,uv) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(uv.xy, 0), 0)
#elif UNITY_SINGLE_PASS_STEREO
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.x * 0.5, uv.y,0,0))
#else
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.xy,0,0))
#endif
#define IsLightOrificeType(range,type) (abs(range - type) < 0.001)
#define IsLightAnyOrificeType(range) ((IsLightOrificeType(range,ID_RING)) || (IsLightOrificeType(range,ID_HOLE)))
#define VectorLengthIntoDirection(v,d) dot(v,d)
float FindTPSSystem(inout float3 orificePosition, inout float3 orificeNormal, inout float penetratorType, float penetratorLength) {
//find lights
float lightRanges[4];
float3 lightPositions[4];
float3 lightPositionsWorld[4];
[loop] for (int f = 0; f < 4; f++) {
lightPositions[f] = GetLightPositionInObjectSpace(f);
lightPositionsWorld[f] = length(mul(unity_ObjectToWorld, float4(lightPositions[f], 1)));
lightRanges[f] = LightRange(f);
}
//orifice hole + type
float closestOrfDist = 100000000;
[loop]for (int i = 0; i < 4; i++) {
if (abs(lightRanges[i] - ID_RING) < 0.001 || abs(lightRanges[i] - ID_HOLE) < 0.001) {
//Ceck if orifice light is in forward direction
if (dot(_TPS_PenetratorForward, lightPositions[i]) > 0) {
//Check if normal exisits
float3 foundNormal = -_TPS_PenetratorForward;
bool hasNormal = false;
[loop] for (int n = 0; n < 4; n++) {
//orifice normal
if (IsLightOrificeType(lightRanges[n], ID_NORM) && distance(lightPositionsWorld[n] , lightPositionsWorld[i]) < 0.05f) {
foundNormal = normalize(lightPositions[n] - lightPositions[i]);
hasNormal = true;
}
}
//if normal right direction and is cloest orifice
if (dot(foundNormal, _TPS_PenetratorForward) < 0 && length(lightPositions[i]) < closestOrfDist) {
closestOrfDist = length(lightPositions[i]);
orificePosition = lightPositions[i];
penetratorType = abs(lightRanges[i] - ID_HOLE) < 0.001 ? PENETRATORTYPE_HOLE : PENETRATORTYPE_RING;
orificeNormal = (float3)0 * (1 - hasNormal) + foundNormal * hasNormal;
}
}
}
}
//Guess normal of normal not existing
if (length(orificeNormal) == 0) {
orificeNormal = lerp(normalize(-orificePosition), -_TPS_PenetratorForward, max(dot(normalize(orificePosition), _TPS_PenetratorForward), 0.5));
}
#ifdef TPS_IsSkinnedMesh
return (closestOrfDist) < ((_TPS_SmoothStart+1) * penetratorLength);
#else
return (closestOrfDist) < (min(_TPS_SmoothStart+1,1.5) * penetratorLength);
#endif
}
//https://vicrucann.github.io/tutorials/bezier-shader/
float3 toBezier(float t, float3 P0, float3 P1, float3 P2, float3 P3)
{
float t2 = t * t;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
}
void ApplyTPSPenetrator(inout float4 vertex, inout float3 normal, inout float4 vertexColor, uint vertexId, float2 uv) {
float orificeType = (float3)0;
float3 orificePosition = (float3)0;
float3 orificeNormal = (float3)0;
// SMR Scale. Might be something to look into in the future, although fucked normals or different scaling into axis would mess with this
// scale = length(normal);
// Adjust pen length for scaled non skinned renderers
float penetratorLength = _TPS_PenetratorLength;
#ifndef TPS_IsSkinnedMesh
/*float3 scale = float3(
length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis
length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), // scale y axis
length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)) // scale z axis
);*/
// Mesh Renderers arent getting skinned => verticies are still in object space => _TPS_PenetratorLength needs to be scaled to object space
penetratorLength = _TPS_PenetratorLength / abs(VectorLengthIntoDirection(_TPS_PenetratorScale, _TPS_PenetratorForward));
#endif
//Idle shrinkage
float2 shrinkage = float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength);
//Idle Position
//Fix idle gravity
float3 targetPosition = _TPS_PenetratorForward * penetratorLength;
float3 targetNormal = -_TPS_PenetratorForward;
//Default values
float tpsSmoothStart = 0;
float tpsSmoothStart2 = 0;
float bezierSmoothness = _TPS_BezierSmoothness * penetratorLength;
float penetrationDepth = 0;
//Find tps system, calculate values
[branch] if (FindTPSSystem(orificePosition, orificeNormal, orificeType, penetratorLength) )
{
#ifdef TPS_IsSkinnedMesh
float smoothStartStart = _TPS_SmoothStart;
#else
float smoothStartStart = min(_TPS_SmoothStart,0.5);
#endif
tpsSmoothStart = saturate((penetratorLength * (1+smoothStartStart) - length(orificePosition)) / (penetratorLength * smoothStartStart));
tpsSmoothStart2 = saturate((penetratorLength - length(orificePosition)) / penetratorLength * 10);
float3 orifceTargetPos = normalize(orificePosition) * min(penetratorLength,length(orificePosition));
targetPosition = lerp(targetPosition, orifceTargetPos, tpsSmoothStart);
targetNormal = lerp(targetNormal, orificeNormal, tpsSmoothStart);
penetrationDepth = 1 - saturate(length(orificePosition) / penetratorLength);
//smoothness goes to 0 when close to oriface to prevent weird batching
bezierSmoothness = lerp(bezierSmoothness, 0, penetrationDepth);
shrinkage = lerp(float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength), float2(1, 1), saturate(tpsSmoothStart * 2));
}
//Vertex for skinned penetrators is read from texture
float3 penetratorVertex = vertex;
float3 penetratorNormal = normal;
#ifdef TPS_IsSkinnedMesh
//_TPS_BakedMesh =
int uvY = (vertexId * 6) / 8190.0;
int baseX = (vertexId * 6) % 8190;
penetratorVertex.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 0, uvY, 0)));
penetratorVertex.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 1, uvY, 0)));
penetratorVertex.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 2, uvY, 0)));
penetratorNormal.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 3, uvY, 0)));
penetratorNormal.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 4, uvY, 0)));
penetratorNormal.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 5, uvY, 0)));
penetratorVertex = penetratorVertex * _TPS_PenetratorScale;
#endif
float penZ = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorForward);
vertexColor.a = penZ / penetratorLength;
float3 bezier0 = _TPS_PenetratorForward * _TPS_BezierStart;
float3 bezier0Out = bezier0 + _TPS_PenetratorForward * bezierSmoothness;
float3 bezier1 = targetPosition;
float3 bezier1In = bezier1 + targetNormal * bezierSmoothness;
float bezierStrengthUncapped = ((penZ - _TPS_BezierStart) / distance(bezier0, bezier1));
float bezierStrength = saturate(bezierStrengthUncapped);
//Bezier curve, calculate two points, calculate forward, right, up vectors
float3 bezierPoint = toBezier(bezierStrength, bezier0, bezier0Out, bezier1In, bezier1);
float3 bezierPoint2 = toBezier(bezierStrength + 0.01f, bezier0, bezier0Out, bezier1In, bezier1);
if (orificeType == PENETRATORTYPE_RING && bezierStrength == 1 && tpsSmoothStart == 1) {
bezierPoint = orificePosition + (penZ - _TPS_BezierStart - length(orificePosition.xyz)) * -orificeNormal;
bezierPoint2 = bezierPoint - orificeNormal;
}
float3 penDirectionRight = normalize(cross(_TPS_PenetratorUp, normalize(bezier1 - bezier0)));
float3 penDirectionUp = normalize(cross(normalize(bezier1 - bezier0), penDirectionRight));
float3 bezierForward = normalize(bezierPoint2 - bezierPoint);
float3 bezierRight = normalize(cross(penDirectionUp, bezierForward));
float3 bezierUp = normalize(cross(bezierForward, bezierRight));
//Mask for skinned mesh renderer
#ifdef TPS_IsSkinnedMesh
if(length(penetratorNormal) == 0){
bezierStrength = 0;
vertexColor.a = 0;
}
#else
float4 mask = tex2Dlod(_TPS_BakedMesh, float4(uv.xy, 0, 0));
bezierStrength *= mask.r;
vertexColor.a *= mask.r;
#endif
if(_TPS_AnimatedToggle == 0){
bezierStrength = 0;
}
//calculate new position and normal
if (bezierStrength > 0) {
//pumping
float sizeChange = 1;
if (_TPS_PumpingStrength > 0) {
sizeChange *= lerp(1 - _TPS_PumpingStrength * tpsSmoothStart2, 1 + _TPS_PumpingStrength * tpsSmoothStart2, abs(sin(_Time.y * -_TPS_PumpingSpeed + bezierStrengthUncapped / _TPS_PumpingWidth)));
}
//buldging + squeezing
float buldgeLerp = 0;
if (bezierStrength < 1 - _TPS_BuldgeFalloffDistance)
buldgeLerp = saturate((bezierStrength - 1 + _TPS_BuldgeDistance + _TPS_BuldgeFalloffDistance) / _TPS_BuldgeDistance);
else
buldgeLerp = saturate((-bezierStrength + 1) / _TPS_BuldgeFalloffDistance);
//Squeezing while outside oriface makes penetrator looks weirly streched
float squeeze = lerp(0, _TPS_Squeeze, saturate(penetrationDepth * 20));
sizeChange *= lerp(1, 1 - squeeze, saturate(1 - abs(bezierStrengthUncapped - 1) / _TPS_SqueezeDistance) * tpsSmoothStart);
sizeChange *= lerp(1, 1 + _TPS_Buldge, buldgeLerp * tpsSmoothStart2);
//Calc idle shrinkage
shrinkage = lerp(1, shrinkage, saturate((penZ - _TPS_BezierStart) * 20));
//Apply vertex + normal
float x = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorRight);
float y = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorUp);
float3 normalX = VectorLengthIntoDirection(normal, _TPS_PenetratorRight);
float3 normalY = VectorLengthIntoDirection(normal, _TPS_PenetratorUp);
float3 normalZ = VectorLengthIntoDirection(normal, _TPS_PenetratorForward);
//TODO This is technically not correct for skinned meshes. Might want to revisit idle stuff in the future
float3 vertexZ = _TPS_PenetratorForward * VectorLengthIntoDirection(vertex, _TPS_PenetratorForward);
float3 vertexXY = vertex.xyz - vertexZ;
vertex.xyz = shrinkage.y * vertexZ + shrinkage.x * vertexXY;
vertex.xyz = lerp(vertex.xyz, bezierPoint + x * bezierRight * sizeChange + y * bezierUp * sizeChange, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
normal.xyz = lerp(normal.xyz, normalX * bezierRight + normalY * bezierUp + normalZ * bezierForward, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
}
}
float TPSBufferedDepth(float3 vertex, float4 vertexColor) {
return saturate((vertexColor.a - (1 - _TPS_BufferedDepth)) * 10) * _TPS_BufferedStrength;
}
#endif
//endex
VertexOut vert(
#ifndef POI_TESSELLATED
appdata v
#else
tessAppData v
#endif
)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOut o;
PoiInitStruct(VertexOut, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#ifdef POI_TESSELLATED
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
#endif
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
UNITY_BRANCH
if(_UDIMDiscardMode == 0) // Discard Vertices instead of just pixels
{
// Branchless (inspired by s-ilent)
float2 udim = 0;
// Select UV
udim += (v.uv0.xy * (_UDIMDiscardUV == 0));
udim += (v.uv1.xy * (_UDIMDiscardUV == 1));
udim += (v.uv2.xy * (_UDIMDiscardUV == 2));
udim += (v.uv3.xy * (_UDIMDiscardUV == 3));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscarded) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 audioLinkBands = 0;
float3 ALrotation = 0;
float3 ALLocalTranslation = 0;
float3 CTALRotation = 0;
float3 ALScale = 0;
float3 ALWorldTranslation = 0;
float ALHeight = 0;
float ALRoundingAmount = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexAudioLinkEnabled)
{
audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
if (any(_VertexLocalTranslationALMin) || any(_VertexLocalTranslationALMax))
{
ALLocalTranslation = lerp(_VertexLocalTranslationALMin, _VertexLocalTranslationALMax, audioLinkBands[_VertexLocalTranslationALBand]);
}
if (any(_VertexLocalRotationAL))
{
ALrotation = audioLinkBands[_VertexLocalRotationALBand] * _VertexLocalRotationAL;
}
if (any(_VertexLocalRotationCTALSpeed))
{
CTALRotation.x = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeX, _VertexLocalRotationCTALBandX) * _VertexLocalRotationCTALSpeed.x * 360;
CTALRotation.y = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeY, _VertexLocalRotationCTALBandY) * _VertexLocalRotationCTALSpeed.y * 360;
CTALRotation.z = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeZ, _VertexLocalRotationCTALBandZ) * _VertexLocalRotationCTALSpeed.z * 360;
}
if (any(_VertexLocalScaleALMin) || any(_VertexLocalScaleALMax))
{
ALScale = lerp(_VertexLocalScaleALMin.xyz + _VertexLocalScaleALMin.w, _VertexLocalScaleALMax.xyz + _VertexLocalScaleALMax.w, audioLinkBands[_VertexLocalScaleALBand]);
}
if (any(_VertexWorldTranslationALMin) || any(_VertexWorldTranslationALMax))
{
ALWorldTranslation = lerp(_VertexWorldTranslationALMin, _VertexWorldTranslationALMax, audioLinkBands[_VertexWorldTranslationALBand]);
}
if (any(_VertexManipulationHeightAL))
{
ALHeight = lerp(_VertexManipulationHeightAL.x, _VertexManipulationHeightAL.y, audioLinkBands[_VertexManipulationHeightBand]);
}
if (any(_VertexRoundingRangeAL))
{
ALRoundingAmount = lerp(_VertexRoundingRangeAL.x, _VertexRoundingRangeAL.y, audioLinkBands[_VertexRoundingRangeBand]);
}
}
#endif
// Local Transformation
float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + _VertexManipulationLocalRotationSpeed * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0), rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
o.normal = UnityObjectToWorldNormal(v.normal);
#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, _VertexManipulationHeightMaskUV), _VertexManipulationHeightMask_ST) + _VertexManipulationHeightMaskPan * _Time.x, 0, 0))[_VertexManipulationHeightMaskChannel] - _VertexManipulationHeightBias) * (_VertexManipulationHeight + ALHeight) * o.normal;
#else
float3 heightOffset = (_VertexManipulationHeight + ALHeight) * o.normal;
#endif
if (_VertexBarrelMode)
{
v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * _VertexBarrelWidth + v.vertex.xz * _VertexBarrelHeight, _VertexBarrelAlpha);
}
v.vertex.xyz += mul(unity_WorldToObject, _VertexManipulationWorldTranslation.xyz + ALWorldTranslation + heightOffset).xyz;
// rounding
UNITY_BRANCH
if (_VertexRoundingEnabled)
{
float divisionAmount = max(_VertexRoundingDivision + ALRoundingAmount, 0.0000001);
float3 vertexPos = v.vertex.xyz;
if (_VertexRoundingSpace == 0)
{
vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
}
float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
v.vertex.xyz = worldRoundPosition;
if (_VertexRoundingSpace == 0)
{
v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
}
}
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
UNITY_BRANCH
if(_UVTileDissolveEnabled && _UVTileDissolveDiscardAtMax)
{
// Branchless (inspired by s-ilent)
float2 dissolveUdim = 0;
// Select UV
dissolveUdim += (v.uv0.xy * (_UVTileDissolveUV == 0));
dissolveUdim += (v.uv1.xy * (_UVTileDissolveUV == 1));
dissolveUdim += (v.uv2.xy * (_UVTileDissolveUV == 2));
dissolveUdim += (v.uv3.xy * (_UVTileDissolveUV == 3));
float isDiscardedFromDissolve = 0;
float4 xMaskDissolve = float4( (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0==1, _UVTileDissolveAlpha_Row0_1==1, _UVTileDissolveAlpha_Row0_2==1, _UVTileDissolveAlpha_Row0_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0==1, _UVTileDissolveAlpha_Row1_1==1, _UVTileDissolveAlpha_Row1_2==1, _UVTileDissolveAlpha_Row1_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0==1, _UVTileDissolveAlpha_Row2_1==1, _UVTileDissolveAlpha_Row2_2==1, _UVTileDissolveAlpha_Row2_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0==1, _UVTileDissolveAlpha_Row3_1==1, _UVTileDissolveAlpha_Row3_2==1, _UVTileDissolveAlpha_Row3_3==1), xMaskDissolve);
isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscardedFromDissolve) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float notVisible = 0;
if (_VisibilityMode == 1) // VRC
{
float mirrorMode = VRCMirrorMode();
float cameraMode = VRCCameraMode();
notVisible += (!_VisibilityVRCRegular && ((mirrorMode == 0) && (cameraMode == 0)));
notVisible += (!_VisibilityVRCMirrorVR && (mirrorMode == 1));
notVisible += (!_VisibilityVRCMirrorDesktop && (mirrorMode == 2));
notVisible += (!_VisibilityVRCCameraVR && (cameraMode == 1));
notVisible += (!_VisibilityVRCCameraDesktop && (cameraMode == 2));
notVisible += (!_VisibilityVRCCameraScreenshot && (cameraMode == 3));
}
else if (_Mirror != 0) // Generic (CVR, etc)
{
notVisible += (_Mirror == 1) ^ IsInMirror();
}
if(notVisible) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
ApplyTPSPenetrator(v.vertex, v.normal, v.color, v.vertexId, v.uv0);
#endif
//endex
o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
o.objNormal = v.normal;
o.normal = UnityObjectToWorldNormal(v.normal);
o.tangent = UnityObjectToWorldDir(v.tangent);
o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
o.vertexColor = v.color;
o.uv[0] = v.uv0;
o.uv[1] = v.uv1;
o.uv[2] = v.uv2;
o.uv[3] = v.uv3;
#if defined(LIGHTMAP_ON)
o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.localPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
float3 localOffset = float3(0, 0, 0);
float3 worldOffset = float3(0, 0, 0);
//ifex _VertexGlitchingEnabled==0
#if defined(POI_VERTEX_GLITCHING)
bool canGlitch = true;
if (_VertexGlitchMirrorEnable && _VertexGlitchMirror > 0)
{
bool inMirror = IsInMirror();
if (_VertexGlitchMirror == 1 && !inMirror) canGlitch = false;
if (_VertexGlitchMirror == 2 && inMirror) canGlitch = false;
}
if (canGlitch)
{
float3 forward = getCameraPosition() - mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
forward.y = 0;
forward = normalize(forward);
float3 glitchDirection = normalize(cross(float3(0, 1, 0), forward));
float glitchAmount = 0;
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
// if(_VertexGlitchingUseTexture)
// {
float uvl = o.worldPos.y * _VertexGlitchDensity + _Time.x * _VertexGlitchMapPanSpeed;
float uvr = o.worldPos.y * _VertexGlitchDensity - _Time.x * _VertexGlitchMapPanSpeed;
float3 glitchTextureL = 1;
float3 glitchTextureR = 1;
#if defined(POI_VERTEX_GLITCHING_TEXTURE) || !defined(OPTIMIZER_ENABLED)
glitchTextureL = tex2Dlod(_VertexGlitchMap, float4(uvl, uvl, 0, 0)).rgb;
glitchTextureR = tex2Dlod(_VertexGlitchMap, float4(uvr, uvr, 0, 0)).rgb;
#endif
glitchAmount += (glitchTextureL.r - 0.5) * 2;
glitchAmount += - (glitchTextureR.r - 0.5) * 2;
glitchAmount += (glitchTextureL.g - 0.5) * 2;
glitchAmount += - (glitchTextureR.b - 0.5) * 2;
// } else {
#else
glitchAmount += frac(sin(dot(_Time.xy + o.worldPos.y, float2(12.9898, 78.233))) * 43758.5453123) * 2 - 1;
// }
#endif
float time = _Time.y * _VertexGlitchFrequency;
float randomGlitch = (sin(time) + sin(2.2 * time + 5.52) + sin(2.9 * time + 0.93) + sin(4.6 * time + 8.94)) / 4;
float3 glitchOffset = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexGlitchingAudioLinkEnabled)
{
// float4 audioLinkData = AudioLinkData(ALPASS_AUDIOBASS);
float audioIntensity =
AudioLinkData(ALPASS_AUDIOBASS).r * (_VertexGlitchingAudioLinkBand == 0) +
AudioLinkData(ALPASS_AUDIOLOWMIDS).r * (_VertexGlitchingAudioLinkBand == 1) +
AudioLinkData(ALPASS_AUDIOHIGHMIDS).r * (_VertexGlitchingAudioLinkBand == 2) +
AudioLinkData(ALPASS_AUDIOTREBLE).r * (_VertexGlitchingAudioLinkBand == 3) +
AudioLinkData(ALPASS_FILTEREDVU_INTENSITY).r * (_VertexGlitchingAudioLinkBand == 4);
if(_VertexGlitchingAudiolinkOverride)
{
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
// glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
}
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
}
#else
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
#endif
localOffset += glitchOffset;
worldOffset += mul(unity_ObjectToWorld, glitchOffset);
}
#endif
//endex
#ifdef POI_PASS_OUTLINE
float outlineMask = tex2Dlod(_OutlineMask, float4(poiUV(vertexUV(v, _OutlineMaskUV), _OutlineMask_ST) + _Time.x * _OutlineMaskPan, 0, 0))[_OutlineMaskChannel];
//UNITY_BRANCH
if (_OutlineVertexColorMask > 0)
{
outlineMask *= lerp(1, v.color[_OutlineVertexColorMask - 1], _OutlineVertexColorMaskStrength);
}
float3 outlineNormal = _OutlineSpace ? o.normal : v.normal;
//UNITY_BRANCH
if (_OutlineUseVertexColorNormals)
{
float3 outlineTangent;
float3 outlineBinormal;
if (_OutlineSpace) // 0 Local, 1 World
{
outlineTangent = o.tangent;
outlineBinormal = o.binormal;
}
else
{
outlineTangent = v.tangent.xyz;
outlineBinormal = normalize(cross(outlineNormal, outlineTangent)) * (v.tangent.w * length(outlineNormal));
}
float3 outlineVectorTS = v.color.rgb * 2.0 - 1.0;
outlineNormal = outlineVectorTS.x * outlineTangent + outlineVectorTS.y * outlineBinormal + outlineVectorTS.z * outlineNormal;
}
half offsetMultiplier = 1;
half distanceOffset = 1;
//UNITY_BRANCH
if (_OutlineFixedSize)
{
distanceOffset *= min(distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, o.localPos).xyz), _OutlinesMaxDistance);
}
float lineWidth = _LineWidth;
#ifdef POI_AUDIOLINK
// Due to PoiMods.audioLink being frag only I'll just
// recreate what it does here for this vertex function
//UNITY_BRANCH
if (_AudioLinkAnimToggle)
{
if (LumaIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, LumaData(0.578, 0.515)[_AudioLinkOutlineSizeBand / 2]);
}
else if (AudioLinkIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, AudioLinkData(uint2(0, _AudioLinkOutlineSizeBand)));
}
}
#endif
float3 offset = outlineNormal * (lineWidth * _EnableOutlines / 100) * outlineMask * distanceOffset;
//UNITY_BRANCH
if (_OutlineExpansionMode == 2)
{
float3 lightDirection = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
offsetMultiplier = saturate(dot(lightDirection, outlineNormal));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, outlineNormal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
offset *= distanceOffset;
}
if (_OutlineSpace == 0)
{
localOffset += offset;
worldOffset += mul(unity_ObjectToWorld, offset);
}
else
{
localOffset += mul(unity_WorldToObject, offset);
worldOffset += offset;
}
#endif
o.localPos.rgb += localOffset;
o.worldPos.rgb += worldOffset;
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE) && (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
applyDepthBulgeFX(o);
#endif
//endex
o.pos = UnityObjectToClipPos(o.localPos);
#ifdef POI_PASS_OUTLINE
#if defined(UNITY_REVERSED_Z)
//DX
o.pos.z += _Offset_Z * - 0.01;
#else
//OpenGL
o.pos.z += _Offset_Z * 0.01;
#endif
#endif
o.grabPos = ComputeGrabScreenPos(o.pos);
#ifndef FORWARD_META_PASS
#if !defined(UNITY_PASS_SHADOWCASTER)
UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
#else
v.vertex.xyz = o.localPos.xyz;
TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
#endif
#endif
UNITY_TRANSFER_FOG(o, o.pos);
if (_RenderingReduceClipDistance)
{
if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
{
o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
}
}
#ifdef POI_PASS_META
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
#endif
#if defined(GRAIN)
float4 worldDirection;
worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
o.worldDirection = worldDirection;
#endif
return o;
}
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#if defined(_STOCHASTICMODE_HEXTILE)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#ifndef POI2D_SAMPLER_STOCHASTIC
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
#endif
#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#endif
#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_SAMPLER_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_SAMPLER_PAN_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_PAN_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// Deliot, Heitz 2019 - Fast, but non-histogram-preserving (ends up looking a bit blurry and lower contrast)
// https://eheitzresearch.wordpress.com/738-2/
// Classic Magic Numbers fracsin
#if !defined(_STOCHASTICMODE_NONE)
float2 StochasticHash2D2D (float2 s)
{
return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
}
#endif
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
// UV Offsets and blend weights
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 DeliotHeitzStochasticUVBW(float2 uv)
{
// UV transformed into triangular grid space with UV scaled by approximation of 2*sqrt(3)
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticDeliotHeitzDensity);
// Vertex IDs and barycentric coords
float2 vxID = floor(skewUV);
float3 bary = float3(frac(skewUV), 0);
bary.z = 1.0 - bary.x - bary.y;
float3x3 pos = float3x3(
float3(vxID, bary.z),
float3(vxID + float2(0, 1), bary.y),
float3(vxID + float2(1, 0), bary.x)
);
float3x3 neg = float3x3(
float3(vxID + float2(1, 1), -bary.z),
float3(vxID + float2(1, 0), 1.0 - bary.y),
float3(vxID + float2(0, 1), 1.0 - bary.x)
);
return (bary.z > 0) ? pos : neg;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
{
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
//blend samples with calculated weights
return mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
{
float2 dx = ddx(uv), dy = ddy(uv);
return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
}
#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
#if defined(_STOCHASTICMODE_HEXTILE)
// HexTiling: Slower, but histogram-preserving
// SPDX-License-Idenfitier: MIT
// Copyright (c) 2022 mmikk
// https://github.com/mmikk/hextile-demo
float2 HextileMakeCenUV(float2 vertex)
{
// 0.288675 ~= 1/(2*sqrt(3))
const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
}
float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
{
float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
// remap to +/-pi
angle = glsl_mod(angle, 2 * PI);
if(angle < 0) angle += 2 * PI;
if(angle > PI) angle -= 2 * PI;
angle *= rotStrength;
float cs = cos(angle), si = sin(angle);
return float2x2(cs, -si, si, cs);
}
// UV Offsets and base blend weights
// UVBWR[0...2].xy = UV Offsets
// UVBWR[0...2].zw = rotation costh/sinth -> reconstruct rotation matrix with float2x2(UVBWR[n].z, -UVBWR[n].w, UVBWR[n].w, UVBWR[n].z)
// UVBWR[3].xyz = Blend Weights (w unused) - needs luminance weighting
float4x4 HextileUVBWR(float2 uv)
{
// Create Triangle Grid
// Skew input space into simplex triangle grid (3.4641 ~= 2*sqrt(3))
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticHexGridDensity);
float2 baseId = float2(floor(skewedCoord));
float3 temp = float3(frac(skewedCoord), 0);
temp.z = 1 - temp.x - temp.y;
float s = step(0.0, -temp.z);
float s2 = 2 * s - 1;
float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
float2 vertex0 = baseId + float2(s, s);
float2 vertex1 = baseId + float2(s, 1 - s);
float2 vertex2 = baseId + float2(1 - s, s);
float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = HextileLoadRot2x2(vertex0, _StochasticHexRotationStrength);
rot1 = HextileLoadRot2x2(vertex1, _StochasticHexRotationStrength);
rot2 = HextileLoadRot2x2(vertex2, _StochasticHexRotationStrength);
}
return float4x4(
float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
float4(weights, 0)
);
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
{
// For some reason doing this instead of just calculating it directly prevents it from \
// breaking after a certain number of textures use it. I don't understand why yet
float4x4 UVBWR = HextileUVBWR(uv);
// 2D Rotation Matrices for dUVdx/dy
// Not sure if this constant folds during compiling when rot is locked at 0, so force it
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
}
// Weights
float3 W = UVBWR[3].xyz;
// Sample texture
// float3x4 c = float3x4(
// tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0)),
// tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1)),
// tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2))
// );
float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
// Blend samples using luminance
// This is technically incorrect for normal maps, but produces very similar
// results to blending using normal map gradients (steepness)
const float3 Lw = float3(0.299, 0.587, 0.114);
float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
Dw = lerp(1.0, Dw, _StochasticHexFallOffContrast);
W = Dw * pow(W, _StochasticHexFallOffPower);
// In the original hextiling there's a Gain3 step here, but it seems to slow things down \
// and cause the UVs to break, so I've omitted it. Looks fine without
W /= (W.x + W.y + W.z);
return W.x * c0 + W.y * c1 + W.z * c2;
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
{
return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
}
#endif // defined(_STOCHASTICMODE_HEXTILE)
void calculateGlobalThemes(inout PoiMods poiMods)
{
// Theme colors are defined as HDR; convert to SDR and do the HSV adjustment, then re-apply exposure
float4 themeColorExposures = 0;
float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
DecomposeHDRColor(_GlobalThemeColor0.rgb, themeColor0.rgb, themeColorExposures.x);
DecomposeHDRColor(_GlobalThemeColor1.rgb, themeColor1.rgb, themeColorExposures.y);
DecomposeHDRColor(_GlobalThemeColor2.rgb, themeColor2.rgb, themeColorExposures.z);
DecomposeHDRColor(_GlobalThemeColor3.rgb, themeColor3.rgb, themeColorExposures.w);
poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac(_GlobalThemeHue0 + _GlobalThemeHueSpeed0 * _Time.x), _GlobalThemeSaturation0, _GlobalThemeValue0), themeColorExposures.x), _GlobalThemeColor0.a);
poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac(_GlobalThemeHue1 + _GlobalThemeHueSpeed1 * _Time.x), _GlobalThemeSaturation1, _GlobalThemeValue1), themeColorExposures.y), _GlobalThemeColor1.a);
poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac(_GlobalThemeHue2 + _GlobalThemeHueSpeed2 * _Time.x), _GlobalThemeSaturation2, _GlobalThemeValue2), themeColorExposures.z), _GlobalThemeColor2.a);
poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac(_GlobalThemeHue3 + _GlobalThemeHueSpeed3 * _Time.x), _GlobalThemeSaturation3, _GlobalThemeValue3), themeColorExposures.w), _GlobalThemeColor3.a);
}
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
void ApplyGlobalMaskTextures(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#if defined(PROP_GLOBALMASKTEXTURE0) || !defined(OPTIMIZER_ENABLED)
float4 gmcol0 = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0_ST), _GlobalMaskTexture0Pan);
if (_GlobalMaskTexture0Split)
{
poiMods.globalMask[0] = gmcol0.r;
poiMods.globalMask[1] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_G), _GlobalMaskTexture0SplitPan_G).g;
poiMods.globalMask[2] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_B), _GlobalMaskTexture0SplitPan_B).b;
poiMods.globalMask[3] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_A), _GlobalMaskTexture0SplitPan_A).a;
} else {
poiMods.globalMask[0] = gmcol0[0];
poiMods.globalMask[1] = gmcol0[1];
poiMods.globalMask[2] = gmcol0[2];
poiMods.globalMask[3] = gmcol0[3];
}
#else
poiMods.globalMask[0] = 0;
poiMods.globalMask[1] = 0;
poiMods.globalMask[2] = 0;
poiMods.globalMask[3] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 gmcol1 = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1_ST), _GlobalMaskTexture1Pan);
if (_GlobalMaskTexture1Split)
{
poiMods.globalMask[4] = gmcol1.r;
poiMods.globalMask[5] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_G), _GlobalMaskTexture1SplitPan_G).g;
poiMods.globalMask[6] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_B), _GlobalMaskTexture1SplitPan_B).b;
poiMods.globalMask[7] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_A), _GlobalMaskTexture1SplitPan_A).a;
} else {
poiMods.globalMask[4] = gmcol1[0];
poiMods.globalMask[5] = gmcol1[1];
poiMods.globalMask[6] = gmcol1[2];
poiMods.globalMask[7] = gmcol1[3];
}
#else
poiMods.globalMask[4] = 0;
poiMods.globalMask[5] = 0;
poiMods.globalMask[6] = 0;
poiMods.globalMask[7] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE2) || !defined(OPTIMIZER_ENABLED)
float4 gmcol2 = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2_ST), _GlobalMaskTexture2Pan);
if (_GlobalMaskTexture2Split)
{
poiMods.globalMask[8] = gmcol2.r;
poiMods.globalMask[9] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_G), _GlobalMaskTexture2SplitPan_G).g;
poiMods.globalMask[10] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_B), _GlobalMaskTexture2SplitPan_B).b;
poiMods.globalMask[11] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_A), _GlobalMaskTexture2SplitPan_A).a;
} else {
poiMods.globalMask[8] = gmcol2[0];
poiMods.globalMask[9] = gmcol2[1];
poiMods.globalMask[10] = gmcol2[2];
poiMods.globalMask[11] = gmcol2[3];
}
#else
poiMods.globalMask[8] = 0;
poiMods.globalMask[9] = 0;
poiMods.globalMask[10] = 0;
poiMods.globalMask[11] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE3) || !defined(OPTIMIZER_ENABLED)
float4 gmcol3 = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3_ST), _GlobalMaskTexture3Pan);
if (_GlobalMaskTexture3Split)
{
poiMods.globalMask[12] = gmcol3.r;
poiMods.globalMask[13] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_G), _GlobalMaskTexture3SplitPan_G).g;
poiMods.globalMask[14] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_B), _GlobalMaskTexture3SplitPan_B).b;
poiMods.globalMask[15] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_A), _GlobalMaskTexture3SplitPan_A).a;
} else {
poiMods.globalMask[12] = gmcol3[0];
poiMods.globalMask[13] = gmcol3[1];
poiMods.globalMask[14] = gmcol3[2];
poiMods.globalMask[15] = gmcol3[3];
}
#else
poiMods.globalMask[12] = 0;
poiMods.globalMask[13] = 0;
poiMods.globalMask[14] = 0;
poiMods.globalMask[15] = 0;
#endif
}
#endif
//endex
//ifex _GlobalMaskOptionsEnable==0
void ApplyGlobalMaskOptions(inout PoiMods poiMods)
{
//ifex _GlobalMaskOptionsType!=0
if (_GlobalMaskOptionsType == 0)
{
poiMods.globalMask[0] = saturate(poiMods.globalMask[0] + _GlobalMaskSlider_0);
poiMods.globalMask[1] = saturate(poiMods.globalMask[1] + _GlobalMaskSlider_1);
poiMods.globalMask[2] = saturate(poiMods.globalMask[2] + _GlobalMaskSlider_2);
poiMods.globalMask[3] = saturate(poiMods.globalMask[3] + _GlobalMaskSlider_3);
poiMods.globalMask[4] = saturate(poiMods.globalMask[4] + _GlobalMaskSlider_4);
poiMods.globalMask[5] = saturate(poiMods.globalMask[5] + _GlobalMaskSlider_5);
poiMods.globalMask[6] = saturate(poiMods.globalMask[6] + _GlobalMaskSlider_6);
poiMods.globalMask[7] = saturate(poiMods.globalMask[7] + _GlobalMaskSlider_7);
poiMods.globalMask[8] = saturate(poiMods.globalMask[8] + _GlobalMaskSlider_8);
poiMods.globalMask[9] = saturate(poiMods.globalMask[9] + _GlobalMaskSlider_9);
poiMods.globalMask[10] = saturate(poiMods.globalMask[10] + _GlobalMaskSlider_10);
poiMods.globalMask[11] = saturate(poiMods.globalMask[11] + _GlobalMaskSlider_11);
poiMods.globalMask[12] = saturate(poiMods.globalMask[12] + _GlobalMaskSlider_12);
poiMods.globalMask[13] = saturate(poiMods.globalMask[13] + _GlobalMaskSlider_13);
poiMods.globalMask[14] = saturate(poiMods.globalMask[14] + _GlobalMaskSlider_14);
poiMods.globalMask[15] = saturate(poiMods.globalMask[15] + _GlobalMaskSlider_15);
}
//endex
//ifex _GlobalMaskOptionsType!=1
if (_GlobalMaskOptionsType == 1)
{
poiMods.globalMask[0] = lerp(_GlobalMaskMinMaxSlider_0.x, _GlobalMaskMinMaxSlider_0.y, poiMods.globalMask[0]);
poiMods.globalMask[1] = lerp(_GlobalMaskMinMaxSlider_1.x, _GlobalMaskMinMaxSlider_1.y, poiMods.globalMask[1]);
poiMods.globalMask[2] = lerp(_GlobalMaskMinMaxSlider_2.x, _GlobalMaskMinMaxSlider_2.y, poiMods.globalMask[2]);
poiMods.globalMask[3] = lerp(_GlobalMaskMinMaxSlider_3.x, _GlobalMaskMinMaxSlider_3.y, poiMods.globalMask[3]);
poiMods.globalMask[4] = lerp(_GlobalMaskMinMaxSlider_4.x, _GlobalMaskMinMaxSlider_4.y, poiMods.globalMask[4]);
poiMods.globalMask[5] = lerp(_GlobalMaskMinMaxSlider_5.x, _GlobalMaskMinMaxSlider_5.y, poiMods.globalMask[5]);
poiMods.globalMask[6] = lerp(_GlobalMaskMinMaxSlider_6.x, _GlobalMaskMinMaxSlider_6.y, poiMods.globalMask[6]);
poiMods.globalMask[7] = lerp(_GlobalMaskMinMaxSlider_7.x, _GlobalMaskMinMaxSlider_7.y, poiMods.globalMask[7]);
poiMods.globalMask[8] = lerp(_GlobalMaskMinMaxSlider_8.x, _GlobalMaskMinMaxSlider_8.y, poiMods.globalMask[8]);
poiMods.globalMask[9] = lerp(_GlobalMaskMinMaxSlider_9.x, _GlobalMaskMinMaxSlider_9.y, poiMods.globalMask[9]);
poiMods.globalMask[10] = lerp(_GlobalMaskMinMaxSlider_10.x, _GlobalMaskMinMaxSlider_10.y, poiMods.globalMask[10]);
poiMods.globalMask[11] = lerp(_GlobalMaskMinMaxSlider_11.x, _GlobalMaskMinMaxSlider_11.y, poiMods.globalMask[11]);
poiMods.globalMask[12] = lerp(_GlobalMaskMinMaxSlider_12.x, _GlobalMaskMinMaxSlider_12.y, poiMods.globalMask[12]);
poiMods.globalMask[13] = lerp(_GlobalMaskMinMaxSlider_13.x, _GlobalMaskMinMaxSlider_13.y, poiMods.globalMask[13]);
poiMods.globalMask[14] = lerp(_GlobalMaskMinMaxSlider_14.x, _GlobalMaskMinMaxSlider_14.y, poiMods.globalMask[14]);
poiMods.globalMask[15] = lerp(_GlobalMaskMinMaxSlider_15.x, _GlobalMaskMinMaxSlider_15.y, poiMods.globalMask[15]);
}
//endex
//ifex _GlobalMaskOptionsType!=2
if (_GlobalMaskOptionsType == 2)
{
if (_GlobalMaskToggleOn_0) poiMods.globalMask[0] = 1;
if (_GlobalMaskToggleOn_1) poiMods.globalMask[1] = 1;
if (_GlobalMaskToggleOn_2) poiMods.globalMask[2] = 1;
if (_GlobalMaskToggleOn_3) poiMods.globalMask[3] = 1;
if (_GlobalMaskToggleOn_4) poiMods.globalMask[4] = 1;
if (_GlobalMaskToggleOn_5) poiMods.globalMask[5] = 1;
if (_GlobalMaskToggleOn_6) poiMods.globalMask[6] = 1;
if (_GlobalMaskToggleOn_7) poiMods.globalMask[7] = 1;
if (_GlobalMaskToggleOn_8) poiMods.globalMask[8] = 1;
if (_GlobalMaskToggleOn_9) poiMods.globalMask[9] = 1;
if (_GlobalMaskToggleOn_10) poiMods.globalMask[10] = 1;
if (_GlobalMaskToggleOn_11) poiMods.globalMask[11] = 1;
if (_GlobalMaskToggleOn_12) poiMods.globalMask[12] = 1;
if (_GlobalMaskToggleOn_13) poiMods.globalMask[13] = 1;
if (_GlobalMaskToggleOn_14) poiMods.globalMask[14] = 1;
if (_GlobalMaskToggleOn_15) poiMods.globalMask[15] = 1;
poiMods.globalMask[0] *= (1-_GlobalMaskToggleOff_0);
poiMods.globalMask[1] *= (1-_GlobalMaskToggleOff_1);
poiMods.globalMask[2] *= (1-_GlobalMaskToggleOff_2);
poiMods.globalMask[3] *= (1-_GlobalMaskToggleOff_3);
poiMods.globalMask[4] *= (1-_GlobalMaskToggleOff_4);
poiMods.globalMask[5] *= (1-_GlobalMaskToggleOff_5);
poiMods.globalMask[6] *= (1-_GlobalMaskToggleOff_6);
poiMods.globalMask[7] *= (1-_GlobalMaskToggleOff_7);
poiMods.globalMask[8] *= (1-_GlobalMaskToggleOff_8);
poiMods.globalMask[9] *= (1-_GlobalMaskToggleOff_9);
poiMods.globalMask[10] *= (1-_GlobalMaskToggleOff_10);
poiMods.globalMask[11] *= (1-_GlobalMaskToggleOff_11);
poiMods.globalMask[12] *= (1-_GlobalMaskToggleOff_12);
poiMods.globalMask[13] *= (1-_GlobalMaskToggleOff_13);
poiMods.globalMask[14] *= (1-_GlobalMaskToggleOff_14);
poiMods.globalMask[15] *= (1-_GlobalMaskToggleOff_15);
}
//endex
}
//endex
void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
{
//ifex _GlobalMaskModifiersBackfaceEnable==0
if(_GlobalMaskModifiersBackfaceEnable)
{
float facingMode = saturate(poiMesh.isFrontFace) + 1;
// _GlobalMaskBackface is 0 for ignore, 1 for back only, 2 for front only
poiMods.globalMask[0] *= _GlobalMaskBackface_0 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_0 ));
poiMods.globalMask[1] *= _GlobalMaskBackface_1 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_1 ));
poiMods.globalMask[2] *= _GlobalMaskBackface_2 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_2 ));
poiMods.globalMask[3] *= _GlobalMaskBackface_3 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_3 ));
poiMods.globalMask[4] *= _GlobalMaskBackface_4 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_4 ));
poiMods.globalMask[5] *= _GlobalMaskBackface_5 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_5 ));
poiMods.globalMask[6] *= _GlobalMaskBackface_6 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_6 ));
poiMods.globalMask[7] *= _GlobalMaskBackface_7 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_7 ));
poiMods.globalMask[8] *= _GlobalMaskBackface_8 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_8 ));
poiMods.globalMask[9] *= _GlobalMaskBackface_9 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_9 ));
poiMods.globalMask[10] *= _GlobalMaskBackface_10 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_10));
poiMods.globalMask[11] *= _GlobalMaskBackface_11 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_11));
poiMods.globalMask[12] *= _GlobalMaskBackface_12 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_12));
poiMods.globalMask[13] *= _GlobalMaskBackface_13 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_13));
poiMods.globalMask[14] *= _GlobalMaskBackface_14 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_14));
poiMods.globalMask[15] *= _GlobalMaskBackface_15 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_15));
}
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
if(_GlobalMaskModifiersMirrorEnable)
{
float mirrorMode = 0;
if (_GlobalMaskMirrorVisibilityMode == 1) // VRC
mirrorMode = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
mirrorMode = IsInMirror();
mirrorMode += 1;
// _GlobalMaskMirror is 0 for ignore, 1 for outside mirror only, 2 for in mirror only
poiMods.globalMask[0] *= _GlobalMaskMirror_0 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_0 ));
poiMods.globalMask[1] *= _GlobalMaskMirror_1 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_1 ));
poiMods.globalMask[2] *= _GlobalMaskMirror_2 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_2 ));
poiMods.globalMask[3] *= _GlobalMaskMirror_3 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_3 ));
poiMods.globalMask[4] *= _GlobalMaskMirror_4 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_4 ));
poiMods.globalMask[5] *= _GlobalMaskMirror_5 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_5 ));
poiMods.globalMask[6] *= _GlobalMaskMirror_6 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_6 ));
poiMods.globalMask[7] *= _GlobalMaskMirror_7 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_7 ));
poiMods.globalMask[8] *= _GlobalMaskMirror_8 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_8 ));
poiMods.globalMask[9] *= _GlobalMaskMirror_9 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_9 ));
poiMods.globalMask[10] *= _GlobalMaskMirror_10 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_10));
poiMods.globalMask[11] *= _GlobalMaskMirror_11 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_11));
poiMods.globalMask[12] *= _GlobalMaskMirror_12 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_12));
poiMods.globalMask[13] *= _GlobalMaskMirror_13 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_13));
poiMods.globalMask[14] *= _GlobalMaskMirror_14 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_14));
poiMods.globalMask[15] *= _GlobalMaskMirror_15 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_15));
}
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
if(_GlobalMaskModifiersCameraEnable)
{
float isCamera = VRCCameraMode() > 0;
isCamera += 1;
// _GlobalMaskCamera is 0 for ignore, 1 for outside camera only, 2 for in camera only
poiMods.globalMask[0] *= _GlobalMaskCamera_0 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_0 ));
poiMods.globalMask[1] *= _GlobalMaskCamera_1 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_1 ));
poiMods.globalMask[2] *= _GlobalMaskCamera_2 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_2 ));
poiMods.globalMask[3] *= _GlobalMaskCamera_3 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_3 ));
poiMods.globalMask[4] *= _GlobalMaskCamera_4 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_4 ));
poiMods.globalMask[5] *= _GlobalMaskCamera_5 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_5 ));
poiMods.globalMask[6] *= _GlobalMaskCamera_6 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_6 ));
poiMods.globalMask[7] *= _GlobalMaskCamera_7 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_7 ));
poiMods.globalMask[8] *= _GlobalMaskCamera_8 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_8 ));
poiMods.globalMask[9] *= _GlobalMaskCamera_9 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_9 ));
poiMods.globalMask[10] *= _GlobalMaskCamera_10 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_10));
poiMods.globalMask[11] *= _GlobalMaskCamera_11 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_11));
poiMods.globalMask[12] *= _GlobalMaskCamera_12 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_12));
poiMods.globalMask[13] *= _GlobalMaskCamera_13 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_13));
poiMods.globalMask[14] *= _GlobalMaskCamera_14 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_14));
poiMods.globalMask[15] *= _GlobalMaskCamera_15 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_15));
}
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
if (_GlobalMaskModifiersDistanceEnable)
{
//ifex _GlobalMaskDistanceEnable_0==0
if (_GlobalMaskDistanceEnable_0)
{
float3 position = _GlobalMaskDistanceType_0 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_0, _GlobalMaskDistanceMaxAlpha_0, smoothstep(_GlobalMaskDistanceMin_0, _GlobalMaskDistanceMax_0, distance(position, poiCam.worldPos)));
poiMods.globalMask[0] = saturate(customBlend(poiMods.globalMask[0], val, _GlobalMaskDistanceBlendType_0));
}
//endex
//ifex _GlobalMaskDistanceEnable_1==0
if (_GlobalMaskDistanceEnable_1)
{
float3 position = _GlobalMaskDistanceType_1 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_1, _GlobalMaskDistanceMaxAlpha_1, smoothstep(_GlobalMaskDistanceMin_1, _GlobalMaskDistanceMax_1, distance(position, poiCam.worldPos)));
poiMods.globalMask[1] = saturate(customBlend(poiMods.globalMask[1], val, _GlobalMaskDistanceBlendType_1));
}
//endex
//ifex _GlobalMaskDistanceEnable_2==0
if (_GlobalMaskDistanceEnable_2)
{
float3 position = _GlobalMaskDistanceType_2 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_2, _GlobalMaskDistanceMaxAlpha_2, smoothstep(_GlobalMaskDistanceMin_2, _GlobalMaskDistanceMax_2, distance(position, poiCam.worldPos)));
poiMods.globalMask[2] = saturate(customBlend(poiMods.globalMask[2], val, _GlobalMaskDistanceBlendType_2));
}
//endex
//ifex _GlobalMaskDistanceEnable_3==0
if (_GlobalMaskDistanceEnable_3)
{
float3 position = _GlobalMaskDistanceType_3 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_3, _GlobalMaskDistanceMaxAlpha_3, smoothstep(_GlobalMaskDistanceMin_3, _GlobalMaskDistanceMax_3, distance(position, poiCam.worldPos)));
poiMods.globalMask[3] = saturate(customBlend(poiMods.globalMask[3], val, _GlobalMaskDistanceBlendType_3));
}
//endex
//ifex _GlobalMaskDistanceEnable_4==0
if (_GlobalMaskDistanceEnable_4)
{
float3 position = _GlobalMaskDistanceType_4 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_4, _GlobalMaskDistanceMaxAlpha_4, smoothstep(_GlobalMaskDistanceMin_4, _GlobalMaskDistanceMax_4, distance(position, poiCam.worldPos)));
poiMods.globalMask[4] = saturate(customBlend(poiMods.globalMask[4], val, _GlobalMaskDistanceBlendType_4));
}
//endex
//ifex _GlobalMaskDistanceEnable_5==0
if (_GlobalMaskDistanceEnable_5)
{
float3 position = _GlobalMaskDistanceType_5 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_5, _GlobalMaskDistanceMaxAlpha_5, smoothstep(_GlobalMaskDistanceMin_5, _GlobalMaskDistanceMax_5, distance(position, poiCam.worldPos)));
poiMods.globalMask[5] = saturate(customBlend(poiMods.globalMask[5], val, _GlobalMaskDistanceBlendType_5));
}
//endex
//ifex _GlobalMaskDistanceEnable_6==0
if (_GlobalMaskDistanceEnable_6)
{
float3 position = _GlobalMaskDistanceType_6 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_6, _GlobalMaskDistanceMaxAlpha_6, smoothstep(_GlobalMaskDistanceMin_6, _GlobalMaskDistanceMax_6, distance(position, poiCam.worldPos)));
poiMods.globalMask[6] = saturate(customBlend(poiMods.globalMask[6], val, _GlobalMaskDistanceBlendType_6));
}
//endex
//ifex _GlobalMaskDistanceEnable_7==0
if (_GlobalMaskDistanceEnable_7)
{
float3 position = _GlobalMaskDistanceType_7 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_7, _GlobalMaskDistanceMaxAlpha_7, smoothstep(_GlobalMaskDistanceMin_7, _GlobalMaskDistanceMax_7, distance(position, poiCam.worldPos)));
poiMods.globalMask[7] = saturate(customBlend(poiMods.globalMask[7], val, _GlobalMaskDistanceBlendType_7));
}
//endex
//ifex _GlobalMaskDistanceEnable_8==0
if (_GlobalMaskDistanceEnable_8)
{
float3 position = _GlobalMaskDistanceType_8 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_8, _GlobalMaskDistanceMaxAlpha_8, smoothstep(_GlobalMaskDistanceMin_8, _GlobalMaskDistanceMax_8, distance(position, poiCam.worldPos)));
poiMods.globalMask[8] = saturate(customBlend(poiMods.globalMask[8], val, _GlobalMaskDistanceBlendType_8));
}
//endex
//ifex _GlobalMaskDistanceEnable_9==0
if (_GlobalMaskDistanceEnable_9)
{
float3 position = _GlobalMaskDistanceType_9 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_9, _GlobalMaskDistanceMaxAlpha_9, smoothstep(_GlobalMaskDistanceMin_9, _GlobalMaskDistanceMax_9, distance(position, poiCam.worldPos)));
poiMods.globalMask[9] = saturate(customBlend(poiMods.globalMask[9], val, _GlobalMaskDistanceBlendType_9));
}
//endex
//ifex _GlobalMaskDistanceEnable_10==0
if (_GlobalMaskDistanceEnable_10)
{
float3 position = _GlobalMaskDistanceType_10 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_10, _GlobalMaskDistanceMaxAlpha_10, smoothstep(_GlobalMaskDistanceMin_10, _GlobalMaskDistanceMax_10, distance(position, poiCam.worldPos)));
poiMods.globalMask[10] = saturate(customBlend(poiMods.globalMask[10], val, _GlobalMaskDistanceBlendType_10));
}
//endex
//ifex _GlobalMaskDistanceEnable_11==0
if (_GlobalMaskDistanceEnable_11)
{
float3 position = _GlobalMaskDistanceType_11 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_11, _GlobalMaskDistanceMaxAlpha_11, smoothstep(_GlobalMaskDistanceMin_11, _GlobalMaskDistanceMax_11, distance(position, poiCam.worldPos)));
poiMods.globalMask[11] = saturate(customBlend(poiMods.globalMask[11], val, _GlobalMaskDistanceBlendType_11));
}
//endex
//ifex _GlobalMaskDistanceEnable_12==0
if (_GlobalMaskDistanceEnable_12)
{
float3 position = _GlobalMaskDistanceType_12 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_12, _GlobalMaskDistanceMaxAlpha_12, smoothstep(_GlobalMaskDistanceMin_12, _GlobalMaskDistanceMax_12, distance(position, poiCam.worldPos)));
poiMods.globalMask[12] = saturate(customBlend(poiMods.globalMask[12], val, _GlobalMaskDistanceBlendType_12));
}
//endex
//ifex _GlobalMaskDistanceEnable_13==0
if (_GlobalMaskDistanceEnable_13)
{
float3 position = _GlobalMaskDistanceType_13 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_13, _GlobalMaskDistanceMaxAlpha_13, smoothstep(_GlobalMaskDistanceMin_13, _GlobalMaskDistanceMax_13, distance(position, poiCam.worldPos)));
poiMods.globalMask[13] = saturate(customBlend(poiMods.globalMask[13], val, _GlobalMaskDistanceBlendType_13));
}
//endex
//ifex _GlobalMaskDistanceEnable_14==0
if (_GlobalMaskDistanceEnable_14)
{
float3 position = _GlobalMaskDistanceType_14 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_14, _GlobalMaskDistanceMaxAlpha_14, smoothstep(_GlobalMaskDistanceMin_14, _GlobalMaskDistanceMax_14, distance(position, poiCam.worldPos)));
poiMods.globalMask[14] = saturate(customBlend(poiMods.globalMask[14], val, _GlobalMaskDistanceBlendType_14));
}
//endex
//ifex _GlobalMaskDistanceEnable_15==0
if (_GlobalMaskDistanceEnable_15)
{
float3 position = _GlobalMaskDistanceType_15 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_15, _GlobalMaskDistanceMaxAlpha_15, smoothstep(_GlobalMaskDistanceMin_15, _GlobalMaskDistanceMax_15, distance(position, poiCam.worldPos)));
poiMods.globalMask[15] = saturate(customBlend(poiMods.globalMask[15], val, _GlobalMaskDistanceBlendType_15));
}
//endex
}
//endex
}
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
void applyUDIMDiscard(in VertexOut i)
{
if(_UDIMDiscardMode == 1) // Don't run if in vertex mode
{
float2 udim = floor(vertexUV(i, _UDIMDiscardUV));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
clip(0.01 - isDiscarded); // Clip if discarded
}
return;
}
#endif
//endex
float2 calculatePolarCoordinate(in PoiMesh poiMesh)
{
float2 delta = poiMesh.uv[_PolarUV] - _PolarCenter;
float radius = length(delta) * 2 * _PolarRadialScale;
float angle = atan2(delta.x, delta.y);
float phi = angle / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
angle *= _PolarLengthScale;
return float2(radius, angle + distance(poiMesh.uv[_PolarUV], _PolarCenter) * _PolarSpiralPower);
}
float2 MonoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
sphereCoords = float2(1.0, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
}
float2 StereoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
sphereCoords = float2(0.5, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
}
float2 calculatePanosphereUV(in PoiMesh poiMesh)
{
float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, _PanoUseBothEyes) - poiMesh.worldPos.xyz) * - 1;
return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), _StereoEnabled);
}
//ifex _EnableDistortion==0
#ifdef USER_LUT
float2 distortedUV(in PoiMesh poiMesh)
{
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 flowVector = POI2D_SAMPLER_PAN(_DistortionFlowTexture, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTextureUV], _DistortionFlowTexture_ST), _DistortionFlowTexturePan) * 2 - 1;
#else
float4 flowVector = -1;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 flowVector1 = POI2D_SAMPLER_PAN(_DistortionFlowTexture1, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTexture1UV], _DistortionFlowTexture1_ST), _DistortionFlowTexture1Pan) * 2 - 1;
#else
float4 flowVector1 = -1;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
half distortionMask = POI2D_SAMPLER_PAN(_DistortionMask, _MainTex, poiMesh.uv[_DistortionMaskUV], _DistortionMaskPan)[_DistortionMaskChannel];
#else
half distortionMask = 1;
#endif
half distortionStrength = _DistortionStrength;
half distortionStrength1 = _DistortionStrength1;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (AudioLinkIsAvailable() && _EnableDistortionAudioLink && _AudioLinkAnimToggle)
{
distortionStrength += lerp(_DistortionStrengthAudioLink.x, _DistortionStrengthAudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrengthAudioLinkBand))).r);
distortionStrength1 += lerp(_DistortionStrength1AudioLink.x, _DistortionStrength1AudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrength1AudioLinkBand))).r);
}
#endif
flowVector *= distortionStrength;
flowVector1 *= distortionStrength1;
return poiMesh.uv[_DistortionUvToDistort] + ((flowVector.xy + flowVector1.xy) / 2) * distortionMask;
}
#endif
//endex
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
inline float2 POM(in PoiLight poiLight, sampler2D heightMap, in PoiMesh poiMesh, float3 worldViewDir, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv)
{
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float heightMask = POI2D_SAMPLER_PAN(_Heightmask, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmask_ST), _HeightmaskPan)[_HeightmaskChannel];
if (_HeightmaskInvert)
{
heightMask = 1 - heightMask;
}
#else
float heightMask = 1;
#endif
float2 uvs = poiUV(poiMesh.uv[_HeightMapUV], _HeightMap_ST);
float2 dx = ddx(uvs);
float2 dy = ddy(uvs);
float3 result = 0;
int stepIndex = 0;
int numSteps = (int)lerp(maxSamples, minSamples, saturate(dot(poiMesh.normals[0], worldViewDir)));
float layerHeight = 1.0 / numSteps;
float2 plane = parallax * heightMask * (viewDirTan.xy / viewDirTan.z);
uvs += refPlane * plane;
float2 deltaTex = -plane * layerHeight;
float2 prevTexOffset = 0;
float prevRayZ = 1.0f;
float prevHeight = 0.0f;
float2 currTexOffset = deltaTex;
float currRayZ = 1.0f - layerHeight;
float currHeight = 0.0f;
float intersection = 0;
float2 finalTexOffset = 0;
while (stepIndex < numSteps + 1)
{
result.z = dot(curv, currTexOffset * currTexOffset);
currHeight = tex2Dgrad(heightMap, uvs + currTexOffset, dx, dy).r * (1 - result.z);
if (currHeight > currRayZ)
{
stepIndex = numSteps + 1;
}
else
{
stepIndex++;
prevTexOffset = currTexOffset;
prevRayZ = currRayZ;
prevHeight = currHeight;
currTexOffset += deltaTex;
currRayZ -= layerHeight * (1 - result.z) * (1 + _CurvFix);
}
}
int sectionSteps = 10;
int sectionIndex = 0;
float newZ = 0;
float newHeight = 0;
while (sectionIndex < sectionSteps)
{
intersection = (prevHeight - prevRayZ) / (prevHeight - currHeight + currRayZ - prevRayZ);
finalTexOffset = prevTexOffset +intersection * deltaTex;
newZ = prevRayZ - intersection * layerHeight;
newHeight = tex2Dgrad(heightMap, uvs + finalTexOffset, dx, dy).r;
if (newHeight > newZ)
{
currTexOffset = finalTexOffset;
currHeight = newHeight;
currRayZ = newZ;
deltaTex = intersection * deltaTex;
layerHeight = intersection * layerHeight;
}
else
{
prevTexOffset = finalTexOffset;
prevHeight = newHeight;
prevRayZ = newZ;
deltaTex = (1 - intersection) * deltaTex;
layerHeight = (1 - intersection) * layerHeight;
}
sectionIndex++;
}
#ifdef UNITY_PASS_SHADOWCASTER
if (unity_LightShadowBias.z == 0.0)
{
#endif
if (result.z > 1)
clip(-1);
#ifdef UNITY_PASS_SHADOWCASTER
}
#endif
return uvs + finalTexOffset;
}
/*
float2 ParallaxOffsetMultiStep(float surfaceHeight, float strength, float2 uv, float3 tangentViewDir)
{
float2 uvOffset = 0;
float2 prevUVOffset = 0;
float stepSize = 1.0 / _HeightSteps;
float stepHeight = 1;
float2 uvDelta = tangentViewDir.xy * (stepSize * strength);
float prevStepHeight = stepHeight;
float prevSurfaceHeight = surfaceHeight;
[unroll(20)]
for (int j = 1; j <= _HeightSteps && stepHeight > surfaceHeight; j++)
{
prevUVOffset = uvOffset;
prevStepHeight = stepHeight;
prevSurfaceHeight = surfaceHeight;
uvOffset -= uvDelta;
stepHeight -= stepSize;
surfaceHeight = POI2D_SAMPLER_PAN(_Heightmap, _MainTex, poiUV(uv + uvOffset, _Heightmap_ST), _HeightmapPan) + _HeightOffset;
}
[unroll(3)]
for (int k = 0; k < 3; k++)
{
uvDelta *= 0.5;
stepSize *= 0.5;
if (stepHeight < surfaceHeight)
{
uvOffset += uvDelta;
stepHeight += stepSize;
}
else
{
uvOffset -= uvDelta;
stepHeight -= stepSize;
}
surfaceHeight = POI2D_SAMPLER_PAN(_Heightmap, _MainTex, poiUV(uv + uvOffset, _Heightmap_ST), _HeightmapPan) + _HeightOffset;
}
return uvOffset;
}
*/
void applyParallax(inout PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam)
{
/*
half h = POI2D_SAMPLER_PAN(_Heightmap, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmap_ST), _HeightmapPan).r + _HeightOffset;
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
half m = POI2D_SAMPLER_PAN(_Heightmask, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmask_ST), _HeightmaskPan).r + _HeightOffset;
#else
half m = 1 + _HeightOffset;
#endif
h = clamp(h, 0, 0.999);
m = lerp(m, 1 - m, _HeightmaskInvert);
#if defined(OPTIMIZER_ENABLED)das
poiMesh.uv[_ParallaxUV] += ParallaxOffsetMultiStep(h, _HeightStrength * m, poiMesh.uv[_HeightmapUV], tangentViewDir / tangentViewDir.z);
#else
float2 offset = ParallaxOffsetMultiStep(h, _HeightStrength * m, poiMesh.uv[_HeightmapUV], tangentViewDir / tangentViewDir.z);
if (_ParallaxUV == 0) poiMesh.uv[0] += offset;
if (_ParallaxUV == 1) poiMesh.uv[1] += offset;
if (_ParallaxUV == 2) poiMesh.uv[2] += offset;
if (_ParallaxUV == 3) poiMesh.uv[3] += offset;
if (_ParallaxUV == 4) poiMesh.uv[4] += offset;
if (_ParallaxUV == 5) poiMesh.uv[5] += offset;
if (_ParallaxUV == 6) poiMesh.uv[6] += offset;
if (_ParallaxUV == 7) poiMesh.uv[7] += offset;
#endif
*/
#if defined(OPTIMIZER_ENABLED)
poiMesh.uv[_ParallaxUV] = POM(poiLight, _HeightMap, poiMesh, poiCam.viewDir, poiCam.tangentViewDir, _HeightStepsMin, _HeightStepsMax, _HeightStrength, 0, _HeightMap_ST.xy, float2(_CurvatureU, _CurvatureV));
#else
float2 offset = POM(poiLight, _HeightMap, poiMesh, poiCam.viewDir, poiCam.tangentViewDir, _HeightStepsMin, _HeightStepsMax, _HeightStrength, 0, _HeightMap_ST.xy, float2(_CurvatureU, _CurvatureV));
if (_ParallaxUV == 0) poiMesh.uv[0] = offset;
if (_ParallaxUV == 1) poiMesh.uv[1] = offset;
if (_ParallaxUV == 2) poiMesh.uv[2] = offset;
if (_ParallaxUV == 3) poiMesh.uv[3] = offset;
if (_ParallaxUV == 4) poiMesh.uv[4] = offset;
if (_ParallaxUV == 5) poiMesh.uv[5] = offset;
if (_ParallaxUV == 6) poiMesh.uv[6] = offset;
if (_ParallaxUV == 7) poiMesh.uv[7] = offset;
#endif
}
#endif
//endex
void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
{
poiFragData.alpha = saturate(poiFragData.alpha + _AlphaMod);
if (_AlphaGlobalMask > 0)
{
poiFragData.alpha = customBlend(poiFragData.alpha, poiMods.globalMask[_AlphaGlobalMask-1], _AlphaGlobalMaskBlendType);
}
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
if (_AlphaDistanceFade)
{
float3 position = _AlphaDistanceFadeType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.alpha *= lerp(_AlphaDistanceFadeMinAlpha, _AlphaDistanceFadeMaxAlpha, smoothstep(_AlphaDistanceFadeMin, _AlphaDistanceFadeMax, distance(position, poiCam.worldPos)));
}
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
if (_AlphaFresnel)
{
float holoRim = saturate(1 - smoothstep(min(_AlphaFresnelSharpness, _AlphaFresnelWidth), _AlphaFresnelWidth, poiCam.vDotN));
holoRim = abs(lerp(1, holoRim, _AlphaFresnelAlpha));
poiFragData.alpha *= _AlphaFresnelInvert ?1 - holoRim : holoRim;
}
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
if (_AlphaAngular)
{
half cameraAngleMin = _CameraAngleMin / 180;
half cameraAngleMax = _CameraAngleMax / 180;
half modelAngleMin = _ModelAngleMin / 180;
half modelAngleMax = _ModelAngleMax / 180;
float3 pos = _AngleCompareTo == 0 ? poiMesh.objectPosition : poiMesh.worldPos;
half3 cameraToModelDirection = normalize(pos - getCameraPosition());
half3 modelForwardDirection = normalize(mul(unity_ObjectToWorld, normalize(_AngleForwardDirection.rgb)));
half cameraLookAtModel = remapClamped(cameraAngleMax, cameraAngleMin, .5 * dot(cameraToModelDirection, getCameraForward()) + .5);
half modelLookAtCamera = remapClamped(modelAngleMax, modelAngleMin, .5 * dot(-cameraToModelDirection, modelForwardDirection) + .5);
if (_AngleType == 0)
{
poiFragData.alpha *= max(cameraLookAtModel, _AngleMinAlpha);
}
else if (_AngleType == 1)
{
poiFragData.alpha *= max(modelLookAtCamera, _AngleMinAlpha);
}
else if (_AngleType == 2)
{
poiFragData.alpha *= max(cameraLookAtModel * modelLookAtCamera, _AngleMinAlpha);
}
}
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && _AlphaAudioLinkEnabled)
{
poiFragData.alpha = saturate(poiFragData.alpha + lerp(_AlphaAudioLinkAddRange.x, _AlphaAudioLinkAddRange.y, poiMods.audioLink[_AlphaAudioLinkAddBand]));
}
#endif
//endex
}
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
inline half Dither8x8Bayer(int x, int y)
{
const half dither[ 64 ] = {
1, 49, 13, 61, 4, 52, 16, 64,
33, 17, 45, 29, 36, 20, 48, 32,
9, 57, 5, 53, 12, 60, 8, 56,
41, 25, 37, 21, 44, 28, 40, 24,
3, 51, 15, 63, 2, 50, 14, 62,
35, 19, 47, 31, 34, 18, 46, 30,
11, 59, 7, 55, 10, 58, 6, 54,
43, 27, 39, 23, 42, 26, 38, 22
};
int r = y * 8 + x;
return dither[r] / 64;
}
half calcDither(half2 grabPos)
{
return Dither8x8Bayer(fmod(grabPos.x, 8), fmod(grabPos.y, 8));
}
void applyDithering(inout PoiFragData poiFragData, in PoiCam poiCam)
{
if (_AlphaDithering)
{
poiFragData.alpha = saturate(poiFragData.alpha - (calcDither(poiCam.screenUV) * (1 - poiFragData.alpha) * _AlphaDitherGradient));
}
}
//endex
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
void ApplyAlphaToCoverage(inout PoiFragData poiFragData, in PoiMesh poiMesh)
{
// Force Model Opacity to 1 if desired
UNITY_BRANCH
if (_Mode == 1)
{
UNITY_BRANCH
if (_AlphaSharpenedA2C && _AlphaToCoverage)
{
// rescale alpha by mip level
poiFragData.alpha *= 1 + max(0, CalcMipLevel(poiMesh.uv[0] * _MainTex_TexelSize.zw)) * _AlphaMipScale;
// rescale alpha by partial derivative
poiFragData.alpha = (poiFragData.alpha - _Cutoff) / max(fwidth(poiFragData.alpha), 0.0001) + _Cutoff;
poiFragData.alpha = saturate(poiFragData.alpha);
}
}
}
//endex
//ifex _DetailEnabled==0
#ifdef FINALPASS
void ApplyDetailColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
half3 detailTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailTex, _MainTex, poiUV(poiMesh.uv[_DetailTexUV], _DetailTex_ST), _DetailTexPan, _DetailTexStochastic).rgb * poiThemeColor(poiMods, _DetailTint, _DetailTintThemeIndex);
#else
half3 detailTexture = 0.21763764082 * poiThemeColor(poiMods, _DetailTint, _DetailTintThemeIndex);
#endif
poiFragData.baseColor.rgb *= LerpWhiteTo(detailTexture * _DetailBrightness * unity_ColorSpaceDouble.rgb, poiMods.detailMask.r * _DetailTexIntensity);
}
void ApplyDetailNormal(inout PoiMods poiMods, inout PoiMesh poiMesh)
{
#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
poiMods.detailMask = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailMask, _MainTex, poiUV(poiMesh.uv[_DetailMaskUV], _DetailMask_ST), _DetailMaskPan, _DetailMaskStochastic).rg;
#else
poiMods.detailMask = 1;
#endif
#ifdef POI_BACKFACE
if (!poiMesh.isFrontFace)
{
poiMods.detailMask.rg *= _BackFaceDetailIntensity;
}
#endif
#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
half3 detailNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_DetailNormalMap, _MainTex, poiUV(poiMesh.uv[_DetailNormalMapUV], _DetailNormalMap_ST), _DetailNormalMapPan, _DetailNormalMapStochastic), _DetailNormalMapScale * poiMods.detailMask.g);
poiMesh.tangentSpaceNormal = BlendNormals(detailNormal, poiMesh.tangentSpaceNormal);
#endif
}
#endif
//endex
//ifex _MainVertexColoringEnabled==0
void applyVertexColor(inout PoiFragData poiFragData, PoiMesh poiMesh)
{
if (_MainVertexColoringEnabled)
{
#ifndef POI_PASS_OUTLINE
float3 vertCol = lerp(poiMesh.vertexColor.rgb, GammaToLinearSpace(poiMesh.vertexColor.rgb), _MainVertexColoringLinearSpace);
poiFragData.baseColor *= lerp(1, vertCol, _MainVertexColoring);
#endif
poiFragData.alpha *= lerp(1, poiMesh.vertexColor.a, _MainUseVertexColorAlpha);
}
}
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
void ApplyBackFaceColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiMods poiMods)
{
if (!poiMesh.isFrontFace)
{
float4 backFaceColor = _BackFaceColor;
backFaceColor.rgb = poiThemeColor(poiMods, backFaceColor.rgb, _BackFaceColorThemeIndex);
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
backFaceColor *= POI2D_SAMPLER_PAN(_BackFaceTexture, _MainTex, poiUV(poiMesh.uv[_BackFaceTextureUV], _BackFaceTexture_ST), _BackFaceTexturePan);
#endif
backFaceColor.rgb = hueShift(backFaceColor.rgb, frac(_BackFaceHueShift + _BackFaceHueShiftSpeed * _Time.x) * _BackFaceHueShiftEnabled);
float backFaceMask = 1;
#if defined(PROP_BACKFACEMASK) || !defined(OPTIMIZER_ENABLED)
backFaceMask *= POI2D_SAMPLER_PAN(_BackFaceMask, _MainTex, poiUV(poiMesh.uv[_BackFaceMaskUV], _BackFaceMask_ST), _BackFaceMaskPan)[_BackFaceMaskChannel];
#endif
if (!_BackFaceReplaceAlpha)
{
backFaceMask *= backFaceColor.a;
}
poiFragData.baseColor = lerp(poiFragData.baseColor, backFaceColor.rgb, backFaceMask);
UNITY_BRANCH
if (_BackFaceReplaceAlpha)
{
poiFragData.alpha = backFaceColor.a;
}
poiFragData.emission += backFaceColor.rgb * _BackFaceEmissionStrength * backFaceMask;
poiMods.globalEmission = min(poiMods.globalEmission, _BackFaceEmissionLimiter);
}
}
#endif
//endex
//ifex _RGBMaskEnabled==0
#ifdef VIGNETTE
//ifex _RgbNormalsEnabled==0
#if defined(GEOM_TYPE_MESH) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
void calculateRGBNormals(inout PoiMesh poiMesh)
{
// Only define this if we actually have any normal map textures. Can't do the same in color textures because users can tint
#if defined(PROP_RGBNORMALR) || defined(PROP_RGBNORMALG) || defined(PROP_RGBNORMALB) || defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
float4 rgbMask;
if (_RGBUseVertexColors)
{
rgbMask = poiMesh.vertexColor;
}
else
{
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiUV(poiMesh.uv[_RGBMaskUV], _RGBMask_ST), _RGBMaskPan);
#else
rgbMask = 1;
#endif
}
if (_RGBNormalBlend == 0)
{
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalRScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalR, _MainTex, poiUV(poiMesh.uv[_RgbNormalRUV], _RgbNormalR_ST), _RgbNormalRPan, _RgbNormalRStochastic), _RgbNormalRScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.r);
}
#endif
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalGScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalG, _MainTex, poiUV(poiMesh.uv[_RgbNormalGUV], _RgbNormalG_ST), _RgbNormalGPan, _RgbNormalGStochastic), _RgbNormalGScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.g);
}
#endif
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalBScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalB, _MainTex, poiUV(poiMesh.uv[_RgbNormalBUV], _RgbNormalB_ST), _RgbNormalBPan, _RgbNormalBStochastic), _RgbNormalBScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.b);
}
#endif
#if defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalAScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalA, _MainTex, poiUV(poiMesh.uv[_RgbNormalAUV], _RgbNormalA_ST), _RgbNormalAPan, _RgbNormalAStochastic), _RgbNormalAScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.a);
}
#endif
}
else
{
half3 newNormal = half3(0, 0, 1);
half3 normalToBlendWith = half3(0, 0, 1);
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalR, _MainTex, poiUV(poiMesh.uv[_RgbNormalRUV], _RgbNormalR_ST), _RgbNormalRPan, _RgbNormalRStochastic), _RgbNormalRScale * rgbMask.r);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalG, _MainTex, poiUV(poiMesh.uv[_RgbNormalGUV], _RgbNormalG_ST), _RgbNormalGPan, _RgbNormalGStochastic), _RgbNormalGScale * rgbMask.g);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalB, _MainTex, poiUV(poiMesh.uv[_RgbNormalBUV], _RgbNormalB_ST), _RgbNormalBPan, _RgbNormalBStochastic), _RgbNormalBScale * rgbMask.b);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
#if defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalA, _MainTex, poiUV(poiMesh.uv[_RgbNormalAUV], _RgbNormalA_ST), _RgbNormalAPan, _RgbNormalAStochastic), _RgbNormalAScale * rgbMask.a);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
poiMesh.tangentSpaceNormal = BlendNormals(newNormal, poiMesh.tangentSpaceNormal);
}
#endif
}
#endif
//endex
void calculateRGBMask(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
//If RGB normals are in use this data will already exist
float4 rgbMask = float4(1, 1, 1, 1);
//UNITY_BRANCH
if (_RGBUseVertexColors)
{
rgbMask = poiMesh.vertexColor;
}
else
{
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiUV(poiMesh.uv[_RGBMaskUV], _RGBMask_ST), _RGBMaskPan);
#else
rgbMask = 1;
#endif
}
#if defined(PROP_REDTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 red = POI2D_SAMPLER_PAN_STOCHASTIC(_RedTexture, _MainTex, poiUV(poiMesh.uv[_RedTextureUV], _RedTexture_ST), _RedTexturePan, _RedTextureStochastic);
#else
float4 red = 1;
#endif
#if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 green = POI2D_SAMPLER_PAN_STOCHASTIC(_GreenTexture, _MainTex, poiUV(poiMesh.uv[_GreenTextureUV], _GreenTexture_ST), _GreenTexturePan, _GreenTextureStochastic);
#else
float4 green = 1;
#endif
#if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 blue = POI2D_SAMPLER_PAN_STOCHASTIC(_BlueTexture, _MainTex, poiUV(poiMesh.uv[_BlueTextureUV], _BlueTexture_ST), _BlueTexturePan, _BlueTextureStochastic);
#else
float4 blue = 1;
#endif
#if defined(PROP_ALPHATEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 alpha = POI2D_SAMPLER_PAN_STOCHASTIC(_AlphaTexture, _MainTex, poiUV(poiMesh.uv[_AlphaTextureUV], _AlphaTexture_ST), _AlphaTexturePan, _AlphaTextureStochastic);
#else
float4 alpha = 1;
#endif
float4 maskFinal = 1;
maskFinal.r = red.a * saturate((rgbMask.r * _RedColor.a) + _RedAlphaAdd);
maskFinal.g = green.a * saturate((rgbMask.g * _GreenColor.a) + _GreenAlphaAdd);
maskFinal.b = blue.a * saturate((rgbMask.b * _BlueColor.a) + _BlueAlphaAdd);
maskFinal.a = alpha.a * saturate((rgbMask.a * _AlphaColor.a) + _AlphaAlphaAdd);
//UNITY_BRANCH
if (_RGBBlendMultiplicative)
{
float3 RGBColor = 1;
RGBColor = lerp(RGBColor, red.rgb * poiThemeColor(poiMods, _RedColor.rgb, _RedColorThemeIndex), maskFinal.r);
RGBColor = lerp(RGBColor, green.rgb * poiThemeColor(poiMods, _GreenColor.rgb, _GreenColorThemeIndex), maskFinal.g);
RGBColor = lerp(RGBColor, blue.rgb * poiThemeColor(poiMods, _BlueColor.rgb, _BlueColorThemeIndex), maskFinal.b);
RGBColor = lerp(RGBColor, alpha.rgb * poiThemeColor(poiMods, _AlphaColor.rgb, _AlphaColorThemeIndex), maskFinal.a);
poiFragData.baseColor *= RGBColor;
}
else
{
poiFragData.baseColor = lerp(poiFragData.baseColor, red.rgb * poiThemeColor(poiMods, _RedColor.rgb, _RedColorThemeIndex), maskFinal.r);
poiFragData.baseColor = lerp(poiFragData.baseColor, green.rgb * poiThemeColor(poiMods, _GreenColor.rgb, _GreenColorThemeIndex), maskFinal.g);
poiFragData.baseColor = lerp(poiFragData.baseColor, blue.rgb * poiThemeColor(poiMods, _BlueColor.rgb, _BlueColorThemeIndex), maskFinal.b);
poiFragData.baseColor = lerp(poiFragData.baseColor, alpha.rgb * poiThemeColor(poiMods, _AlphaColor.rgb, _AlphaColorThemeIndex), maskFinal.a);
}
}
#endif
//endex
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
float2 decalUV(float uvNumber, float2 position, half rotation, half rotationSpeed, half2 scale, float4 scaleOffset, float depth, in PoiMesh poiMesh, in PoiCam poiCam)
{
scaleOffset = float4(-scaleOffset.x, scaleOffset.y, -scaleOffset.z, scaleOffset.w);
float2 uv = poiMesh.uv[uvNumber] + calcParallax(depth + 1, poiCam);
float2 decalCenter = position;
float theta = radians(rotation + _Time.z * rotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
uv = remap(uv, float2(0, 0) - scale / 2 + position + scaleOffset.xz, scale / 2 + position + scaleOffset.yw, float2(0, 0), float2(1, 1));
return uv;
}
inline float3 decalHueShift(float enabled, float3 color, float shift, float shiftSpeed)
{
//UNITY_BRANCH
if (enabled)
{
color = hueShift(color, shift + _Time.x * shiftSpeed);
}
return color;
}
inline float applyTilingClipping(float enabled, float2 uv)
{
float ret = 1;
//UNITY_BRANCH
if (!enabled)
{
if (uv.x > 1 || uv.y > 1 || uv.x < 0 || uv.y < 0)
{
ret = 0;
}
}
return ret;
}
struct PoiDecal
{
float m_DecalMaskChannel;
float m_DecalGlobalMask;
float m_DecalGlobalMaskBlendType;
float m_DecalApplyGlobalMaskIndex;
float m_DecalApplyGlobalMaskBlendType;
float4 m_DecalTexture_ST;
float2 m_DecalTexturePan;
float m_DecalTextureUV;
float4 m_DecalColor;
float m_DecalColorThemeIndex;
fixed m_DecalTiled;
float m_DecalBlendType;
half m_DecalRotation;
half2 m_DecalScale;
float4 m_DecalSideOffset;
half2 m_DecalPosition;
half m_DecalRotationSpeed;
float m_DecalEmissionStrength;
float m_DecalBlendAlpha;
float m_DecalOverrideAlpha;
float m_DecalHueShiftEnabled;
float m_DecalHueShift;
float m_DecalHueShiftSpeed;
float m_DecalDepth;
float m_DecalHueAngleStrength;
float m_DecalChannelSeparationEnable;
float m_DecalChannelSeparation;
float m_DecalChannelSeparationPremultiply;
float m_DecalChannelSeparationHue;
float m_DecalChannelSeparationVertical;
float m_DecalChannelSeparationAngleStrength;
#if defined(POI_AUDIOLINK)
half m_AudioLinkDecalScaleBand;
float4 m_AudioLinkDecalScale;
half m_AudioLinkDecalRotationBand;
float2 m_AudioLinkDecalRotation;
half m_AudioLinkDecalAlphaBand;
float2 m_AudioLinkDecalAlpha;
half m_AudioLinkDecalEmissionBand;
float2 m_AudioLinkDecalEmission;
float m_DecalRotationCTALBand;
float m_DecalRotationCTALSpeed;
float m_DecalRotationCTALType;
float m_AudioLinkDecalColorChord;
float m_AudioLinkDecalSideBand;
float4 m_AudioLinkDecalSideMin;
float4 m_AudioLinkDecalSideMax;
float2 m_AudioLinkDecalChannelSeparation;
float m_AudioLinkDecalChannelSeparationBand;
#endif
float4 decalColor;
float2 decalScale;
float decalRotation;
float2 uv;
float4 dduv;
float4 sideMod;
float decalChannelOffset;
float4 decalMask;
void Init(in float4 DecalMask)
{
decalMask = DecalMask;
decalScale = m_DecalScale;
}
void InitAudiolink(in PoiMods poiMods)
{
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
decalScale += lerp(m_AudioLinkDecalScale.xy, m_AudioLinkDecalScale.zw, poiMods.audioLink[m_AudioLinkDecalScaleBand]);
sideMod += lerp(m_AudioLinkDecalSideMin, m_AudioLinkDecalSideMax, poiMods.audioLink[m_AudioLinkDecalSideBand]);
decalRotation += lerp(m_AudioLinkDecalRotation.x, m_AudioLinkDecalRotation.y, poiMods.audioLink[m_AudioLinkDecalRotationBand]);
decalRotation += AudioLinkGetChronoTime(m_DecalRotationCTALType, m_DecalRotationCTALBand) * m_DecalRotationCTALSpeed * 360;
decalChannelOffset += lerp(m_AudioLinkDecalChannelSeparation[0], m_AudioLinkDecalChannelSeparation[1], poiMods.audioLink[m_AudioLinkDecalChannelSeparationBand]);
}
#endif
}
void SampleDecalNoTexture(in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
{
uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
decalColor = float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
}
void SampleDecal(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
{
uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv), ddy(uv));
decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
}
void SampleDecalChannelSeparation(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
{
decalColor = 0;
decalChannelOffset += m_DecalChannelSeparation + m_DecalChannelSeparationAngleStrength * (m_DecalChannelSeparationAngleStrength > 0 ? (1 - poiLight.nDotV) : poiLight.nDotV);
float2 positionOffset = decalChannelOffset * 0.01 * (decalScale.x + decalScale.y) * float2(cos(m_DecalChannelSeparationVertical), sin(m_DecalChannelSeparationVertical));
float2 uvSample0 = decalUV(m_DecalTextureUV, m_DecalPosition + positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
float2 uvSample1 = decalUV(m_DecalTextureUV, m_DecalPosition - positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
float4 dduvSample0 = any(fwidth(uvSample0) > .5) ? 0.001 : float4(ddx(uvSample0), ddy(uvSample0));
float4 dduvSample1 = any(fwidth(uvSample1) > .5) ? 0.001 : float4(ddx(uvSample1), ddy(uvSample1));
float4 sample0 = tex2D(decalTexture, poiUV(uvSample0, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample0.xy, dduvSample0.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
float4 sample1 = tex2D(decalTexture, poiUV(uvSample1, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample1.xy, dduvSample1.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
sample0.rgb = decalHueShift(m_DecalHueShiftEnabled, sample0.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
sample1.rgb = decalHueShift(m_DecalHueShiftEnabled, sample1.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
float3 channelSeparationColor = HUEtoRGB(frac(m_DecalChannelSeparationHue));
if(m_DecalChannelSeparationPremultiply)
{
decalColor.rgb = lerp(sample0*sample0.a, sample1*sample1.a, channelSeparationColor);
}
else
{
decalColor.rgb = lerp(sample0, sample1, channelSeparationColor);
}
decalColor.a = 0.5*(sample0.a + sample1.a);
decalColor.a *= decalMask[m_DecalMaskChannel] * max(applyTilingClipping(m_DecalTiled, uvSample0), applyTilingClipping(m_DecalTiled, uvSample1));
}
void Apply(inout float alphaOverride, inout float decalAlpha, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
{
if (m_DecalGlobalMask > 0)
{
decalColor.a = customBlend(decalColor.a, poiMods.globalMask[m_DecalGlobalMask-1], m_DecalGlobalMaskBlendType);
}
float audioLinkDecalAlpha = 0;
float audioLinkDecalEmission = 0;
#ifdef POI_AUDIOLINK
audioLinkDecalEmission = lerp(m_AudioLinkDecalEmission.x, m_AudioLinkDecalEmission.y, poiMods.audioLink[m_AudioLinkDecalEmissionBand]) * poiMods.audioLinkAvailable;
if (m_AudioLinkDecalColorChord && poiMods.audioLinkAvailable)
{
decalColor.rgb *= AudioLinkLerp(ALPASS_CCSTRIP + float2(uv.x * AUDIOLINK_WIDTH, 0)).rgb;
}
audioLinkDecalAlpha = lerp(m_AudioLinkDecalAlpha.x, m_AudioLinkDecalAlpha.y, poiMods.audioLink[m_AudioLinkDecalAlphaBand]) * poiMods.audioLinkAvailable;
#endif
if (m_DecalOverrideAlpha)
{
alphaOverride += 1;
decalAlpha = lerp(decalAlpha, min(decalAlpha, decalColor.a), decalMask[m_DecalMaskChannel]);
}
float decalAlphaMixed = decalColor.a * saturate(m_DecalBlendAlpha + audioLinkDecalAlpha);
if (m_DecalApplyGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, m_DecalApplyGlobalMaskIndex-1, m_DecalApplyGlobalMaskBlendType, decalAlphaMixed);
}
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, decalColor.rgb, m_DecalBlendType), decalAlphaMixed);
poiFragData.emission += decalColor.rgb * decalColor.a * max(m_DecalEmissionStrength + audioLinkDecalEmission, 0);
}
};
void applyDecals(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
{
float decalAlpha = 1;
float alphaOverride = 0;
#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
float4 decalMask = POI2D_SAMPLER_PAN(_DecalMask, _MainTex, poiUV(poiMesh.uv[_DecalMaskUV], _DecalMask_ST), _DecalMaskPan);
#else
float4 decalMask = 1;
#endif
#ifdef TPS_Penetrator
if (_DecalTPSDepthMaskEnabled)
{
decalMask.r = lerp(0, decalMask.r * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal0TPSMaskStrength);
decalMask.g = lerp(0, decalMask.g * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal1TPSMaskStrength);
decalMask.b = lerp(0, decalMask.b * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal2TPSMaskStrength);
decalMask.a = lerp(0, decalMask.a * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal3TPSMaskStrength);
}
#endif
float4 decalColor = 1;
float2 uv = 0;
// yaes
//ifex _DecalEnabled==0
#ifdef GEOM_TYPE_BRANCH
PoiDecal Decal0;
PoiInitStruct(PoiDecal, Decal0)
Decal0.m_DecalMaskChannel = _Decal0MaskChannel;
Decal0.m_DecalGlobalMask = _Decal0GlobalMask;
Decal0.m_DecalGlobalMaskBlendType = _Decal0GlobalMaskBlendType;
Decal0.m_DecalApplyGlobalMaskIndex = _Decal0ApplyGlobalMaskIndex;
Decal0.m_DecalApplyGlobalMaskBlendType = _Decal0ApplyGlobalMaskBlendType;
Decal0.m_DecalTexture_ST = _DecalTexture_ST;
Decal0.m_DecalTexturePan = _DecalTexturePan;
Decal0.m_DecalTextureUV = _DecalTextureUV;
Decal0.m_DecalColor = _DecalColor;
Decal0.m_DecalColorThemeIndex = _DecalColorThemeIndex;
Decal0.m_DecalTiled = _DecalTiled;
Decal0.m_DecalBlendType = _DecalBlendType;
Decal0.m_DecalRotation = _DecalRotation;
Decal0.m_DecalScale = _DecalScale;
Decal0.m_DecalSideOffset = _DecalSideOffset;
Decal0.m_DecalPosition = _DecalPosition;
Decal0.m_DecalRotationSpeed = _DecalRotationSpeed;
Decal0.m_DecalEmissionStrength = _DecalEmissionStrength;
Decal0.m_DecalBlendAlpha = _DecalBlendAlpha;
Decal0.m_DecalOverrideAlpha = _DecalOverrideAlpha;
Decal0.m_DecalHueShiftEnabled = _DecalHueShiftEnabled;
Decal0.m_DecalHueShift = _DecalHueShift;
Decal0.m_DecalHueShiftSpeed = _DecalHueShiftSpeed;
Decal0.m_DecalDepth = _Decal0Depth;
Decal0.m_DecalHueAngleStrength = _Decal0HueAngleStrength;
Decal0.m_DecalChannelSeparationEnable = _Decal0ChannelSeparationEnable;
Decal0.m_DecalChannelSeparation = _Decal0ChannelSeparation;
Decal0.m_DecalChannelSeparationPremultiply = _Decal0ChannelSeparationPremultiply;
Decal0.m_DecalChannelSeparationHue = _Decal0ChannelSeparationHue;
Decal0.m_DecalChannelSeparationVertical = _Decal0ChannelSeparationVertical;
Decal0.m_DecalChannelSeparationAngleStrength = _Decal0ChannelSeparationAngleStrength;
Decal0.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal0.m_AudioLinkDecalScaleBand = _AudioLinkDecal0ScaleBand;
Decal0.m_AudioLinkDecalScale = _AudioLinkDecal0Scale;
Decal0.m_AudioLinkDecalRotationBand = _AudioLinkDecal0RotationBand;
Decal0.m_AudioLinkDecalRotation = _AudioLinkDecal0Rotation;
Decal0.m_AudioLinkDecalAlphaBand = _AudioLinkDecal0AlphaBand;
Decal0.m_AudioLinkDecalAlpha = _AudioLinkDecal0Alpha;
Decal0.m_AudioLinkDecalEmissionBand = _AudioLinkDecal0EmissionBand;
Decal0.m_AudioLinkDecalEmission = _AudioLinkDecal0Emission;
Decal0.m_DecalRotationCTALBand = _DecalRotationCTALBand0;
Decal0.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed0;
Decal0.m_DecalRotationCTALType = _DecalRotationCTALType0;
Decal0.m_AudioLinkDecalColorChord = _AudioLinkDecalCC0;
Decal0.m_AudioLinkDecalSideBand = _AudioLinkDecal0SideBand;
Decal0.m_AudioLinkDecalSideMin = _AudioLinkDecal0SideMin;
Decal0.m_AudioLinkDecalSideMax = _AudioLinkDecal0SideMax;
Decal0.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal0ChannelSeparation;
Decal0.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal0ChannelSeparationBand;
Decal0.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal0ChannelSeparationEnable==0
if(_Decal0ChannelSeparationEnable)
{
Decal0.SampleDecalChannelSeparation(_DecalTexture, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal0ChannelSeparationEnable==1
if(!_Decal0ChannelSeparationEnable)
{
Decal0.SampleDecal(_DecalTexture, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal0.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal0.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
//ifex _DecalEnabled1==0
#ifdef GEOM_TYPE_BRANCH_DETAIL
PoiDecal Decal1;
PoiInitStruct(PoiDecal, Decal1)
Decal1.m_DecalMaskChannel = _Decal1MaskChannel;
Decal1.m_DecalGlobalMask = _Decal1GlobalMask;
Decal1.m_DecalGlobalMaskBlendType = _Decal1GlobalMaskBlendType;
Decal1.m_DecalApplyGlobalMaskIndex = _Decal1ApplyGlobalMaskIndex;
Decal1.m_DecalApplyGlobalMaskBlendType = _Decal1ApplyGlobalMaskBlendType;
Decal1.m_DecalTexture_ST = _DecalTexture1_ST;
Decal1.m_DecalTexturePan = _DecalTexture1Pan;
Decal1.m_DecalTextureUV = _DecalTexture1UV;
Decal1.m_DecalColor = _DecalColor1;
Decal1.m_DecalColorThemeIndex = _DecalColor1ThemeIndex;
Decal1.m_DecalTiled = _DecalTiled1;
Decal1.m_DecalBlendType = _DecalBlendType1;
Decal1.m_DecalRotation = _DecalRotation1;
Decal1.m_DecalScale = _DecalScale1;
Decal1.m_DecalSideOffset = _DecalSideOffset1;
Decal1.m_DecalPosition = _DecalPosition1;
Decal1.m_DecalRotationSpeed = _DecalRotationSpeed1;
Decal1.m_DecalEmissionStrength = _DecalEmissionStrength1;
Decal1.m_DecalBlendAlpha = _DecalBlendAlpha1;
Decal1.m_DecalOverrideAlpha = _DecalOverrideAlpha1;
Decal1.m_DecalHueShiftEnabled = _DecalHueShiftEnabled1;
Decal1.m_DecalHueShift = _DecalHueShift1;
Decal1.m_DecalHueShiftSpeed = _DecalHueShiftSpeed1;
Decal1.m_DecalDepth = _Decal1Depth;
Decal1.m_DecalHueAngleStrength = _Decal1HueAngleStrength;
Decal1.m_DecalChannelSeparationEnable = _Decal1ChannelSeparationEnable;
Decal1.m_DecalChannelSeparation = _Decal1ChannelSeparation;
Decal1.m_DecalChannelSeparationPremultiply = _Decal1ChannelSeparationPremultiply;
Decal1.m_DecalChannelSeparationHue = _Decal1ChannelSeparationHue;
Decal1.m_DecalChannelSeparationVertical = _Decal1ChannelSeparationVertical;
Decal1.m_DecalChannelSeparationAngleStrength = _Decal1ChannelSeparationAngleStrength;
Decal1.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal1.m_AudioLinkDecalScaleBand = _AudioLinkDecal1ScaleBand;
Decal1.m_AudioLinkDecalScale = _AudioLinkDecal1Scale;
Decal1.m_AudioLinkDecalRotationBand = _AudioLinkDecal1RotationBand;
Decal1.m_AudioLinkDecalRotation = _AudioLinkDecal1Rotation;
Decal1.m_AudioLinkDecalAlphaBand = _AudioLinkDecal1AlphaBand;
Decal1.m_AudioLinkDecalAlpha = _AudioLinkDecal1Alpha;
Decal1.m_AudioLinkDecalEmissionBand = _AudioLinkDecal1EmissionBand;
Decal1.m_AudioLinkDecalEmission = _AudioLinkDecal1Emission;
Decal1.m_DecalRotationCTALBand = _DecalRotationCTALBand1;
Decal1.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed1;
Decal1.m_DecalRotationCTALType = _DecalRotationCTALType1;
Decal1.m_AudioLinkDecalColorChord = _AudioLinkDecalCC1;
Decal1.m_AudioLinkDecalSideBand = _AudioLinkDecal1SideBand;
Decal1.m_AudioLinkDecalSideMin = _AudioLinkDecal1SideMin;
Decal1.m_AudioLinkDecalSideMax = _AudioLinkDecal1SideMax;
Decal1.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal1ChannelSeparation;
Decal1.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal1ChannelSeparationBand;
Decal1.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE1) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal1ChannelSeparationEnable==0
if(_Decal1ChannelSeparationEnable)
{
Decal1.SampleDecalChannelSeparation(_DecalTexture1, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal1ChannelSeparationEnable==1
if(!_Decal1ChannelSeparationEnable)
{
Decal1.SampleDecal(_DecalTexture1, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal1.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal1.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
//ifex _DecalEnabled2==0
#ifdef GEOM_TYPE_FROND
PoiDecal Decal2;
PoiInitStruct(PoiDecal, Decal2)
Decal2.m_DecalMaskChannel = _Decal2MaskChannel;
Decal2.m_DecalGlobalMask = _Decal2GlobalMask;
Decal2.m_DecalGlobalMaskBlendType = _Decal2GlobalMaskBlendType;
Decal2.m_DecalApplyGlobalMaskIndex = _Decal2ApplyGlobalMaskIndex;
Decal2.m_DecalApplyGlobalMaskBlendType = _Decal2ApplyGlobalMaskBlendType;
Decal2.m_DecalTexture_ST = _DecalTexture2_ST;
Decal2.m_DecalTexturePan = _DecalTexture2Pan;
Decal2.m_DecalTextureUV = _DecalTexture2UV;
Decal2.m_DecalColor = _DecalColor2;
Decal2.m_DecalColorThemeIndex = _DecalColor2ThemeIndex;
Decal2.m_DecalTiled = _DecalTiled2;
Decal2.m_DecalBlendType = _DecalBlendType2;
Decal2.m_DecalRotation = _DecalRotation2;
Decal2.m_DecalScale = _DecalScale2;
Decal2.m_DecalSideOffset = _DecalSideOffset2;
Decal2.m_DecalPosition = _DecalPosition2;
Decal2.m_DecalRotationSpeed = _DecalRotationSpeed2;
Decal2.m_DecalEmissionStrength = _DecalEmissionStrength2;
Decal2.m_DecalBlendAlpha = _DecalBlendAlpha2;
Decal2.m_DecalOverrideAlpha = _DecalOverrideAlpha2;
Decal2.m_DecalHueShiftEnabled = _DecalHueShiftEnabled2;
Decal2.m_DecalHueShift = _DecalHueShift2;
Decal2.m_DecalHueShiftSpeed = _DecalHueShiftSpeed2;
Decal2.m_DecalDepth = _Decal2Depth;
Decal2.m_DecalHueAngleStrength = _Decal2HueAngleStrength;
Decal2.m_DecalChannelSeparationEnable = _Decal2ChannelSeparationEnable;
Decal2.m_DecalChannelSeparation = _Decal2ChannelSeparation;
Decal2.m_DecalChannelSeparationPremultiply = _Decal2ChannelSeparationPremultiply;
Decal2.m_DecalChannelSeparationHue = _Decal2ChannelSeparationHue;
Decal2.m_DecalChannelSeparationVertical = _Decal2ChannelSeparationVertical;
Decal2.m_DecalChannelSeparationAngleStrength = _Decal2ChannelSeparationAngleStrength;
Decal2.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal2.m_AudioLinkDecalScaleBand = _AudioLinkDecal2ScaleBand;
Decal2.m_AudioLinkDecalScale = _AudioLinkDecal2Scale;
Decal2.m_AudioLinkDecalRotationBand = _AudioLinkDecal2RotationBand;
Decal2.m_AudioLinkDecalRotation = _AudioLinkDecal2Rotation;
Decal2.m_AudioLinkDecalAlphaBand = _AudioLinkDecal2AlphaBand;
Decal2.m_AudioLinkDecalAlpha = _AudioLinkDecal2Alpha;
Decal2.m_AudioLinkDecalEmissionBand = _AudioLinkDecal2EmissionBand;
Decal2.m_AudioLinkDecalEmission = _AudioLinkDecal2Emission;
Decal2.m_DecalRotationCTALBand = _DecalRotationCTALBand2;
Decal2.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed2;
Decal2.m_DecalRotationCTALType = _DecalRotationCTALType2;
Decal2.m_AudioLinkDecalColorChord = _AudioLinkDecalCC2;
Decal2.m_AudioLinkDecalSideBand = _AudioLinkDecal2SideBand;
Decal2.m_AudioLinkDecalSideMin = _AudioLinkDecal2SideMin;
Decal2.m_AudioLinkDecalSideMax = _AudioLinkDecal2SideMax;
Decal2.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal2ChannelSeparation;
Decal2.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal2ChannelSeparationBand;
Decal2.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE2) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal2ChannelSeparationEnable==0
if(_Decal2ChannelSeparationEnable)
{
Decal2.SampleDecalChannelSeparation(_DecalTexture2, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal2ChannelSeparationEnable==1
if(!_Decal2ChannelSeparationEnable)
{
Decal2.SampleDecal(_DecalTexture2, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal2.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal2.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
//ifex _DecalEnabled3==0
#ifdef DEPTH_OF_FIELD_COC_VIEW
PoiDecal Decal3;
PoiInitStruct(PoiDecal, Decal3)
Decal3.m_DecalMaskChannel = _Decal3MaskChannel;
Decal3.m_DecalGlobalMask = _Decal3GlobalMask;
Decal3.m_DecalGlobalMaskBlendType = _Decal3GlobalMaskBlendType;
Decal3.m_DecalApplyGlobalMaskIndex = _Decal3ApplyGlobalMaskIndex;
Decal3.m_DecalApplyGlobalMaskBlendType = _Decal3ApplyGlobalMaskBlendType;
Decal3.m_DecalTexture_ST = _DecalTexture3_ST;
Decal3.m_DecalTexturePan = _DecalTexture3Pan;
Decal3.m_DecalTextureUV = _DecalTexture3UV;
Decal3.m_DecalColor = _DecalColor3;
Decal3.m_DecalColorThemeIndex = _DecalColor3ThemeIndex;
Decal3.m_DecalTiled = _DecalTiled3;
Decal3.m_DecalBlendType = _DecalBlendType3;
Decal3.m_DecalRotation = _DecalRotation3;
Decal3.m_DecalScale = _DecalScale3;
Decal3.m_DecalSideOffset = _DecalSideOffset3;
Decal3.m_DecalPosition = _DecalPosition3;
Decal3.m_DecalRotationSpeed = _DecalRotationSpeed3;
Decal3.m_DecalEmissionStrength = _DecalEmissionStrength3;
Decal3.m_DecalBlendAlpha = _DecalBlendAlpha3;
Decal3.m_DecalOverrideAlpha = _DecalOverrideAlpha3;
Decal3.m_DecalHueShiftEnabled = _DecalHueShiftEnabled3;
Decal3.m_DecalHueShift = _DecalHueShift3;
Decal3.m_DecalHueShiftSpeed = _DecalHueShiftSpeed3;
Decal3.m_DecalDepth = _Decal3Depth;
Decal3.m_DecalHueAngleStrength = _Decal3HueAngleStrength;
Decal3.m_DecalChannelSeparationEnable = _Decal3ChannelSeparationEnable;
Decal3.m_DecalChannelSeparation = _Decal3ChannelSeparation;
Decal3.m_DecalChannelSeparationPremultiply = _Decal3ChannelSeparationPremultiply;
Decal3.m_DecalChannelSeparationHue = _Decal3ChannelSeparationHue;
Decal3.m_DecalChannelSeparationVertical = _Decal3ChannelSeparationVertical;
Decal3.m_DecalChannelSeparationAngleStrength = _Decal3ChannelSeparationAngleStrength;
Decal3.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal3.m_AudioLinkDecalScaleBand = _AudioLinkDecal3ScaleBand;
Decal3.m_AudioLinkDecalScale = _AudioLinkDecal3Scale;
Decal3.m_AudioLinkDecalRotationBand = _AudioLinkDecal3RotationBand;
Decal3.m_AudioLinkDecalRotation = _AudioLinkDecal3Rotation;
Decal3.m_AudioLinkDecalAlphaBand = _AudioLinkDecal3AlphaBand;
Decal3.m_AudioLinkDecalAlpha = _AudioLinkDecal3Alpha;
Decal3.m_AudioLinkDecalEmissionBand = _AudioLinkDecal3EmissionBand;
Decal3.m_AudioLinkDecalEmission = _AudioLinkDecal3Emission;
Decal3.m_DecalRotationCTALBand = _DecalRotationCTALBand3;
Decal3.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed3;
Decal3.m_DecalRotationCTALType = _DecalRotationCTALType3;
Decal3.m_AudioLinkDecalColorChord = _AudioLinkDecalCC3;
Decal3.m_AudioLinkDecalSideBand = _AudioLinkDecal3SideBand;
Decal3.m_AudioLinkDecalSideMin = _AudioLinkDecal3SideMin;
Decal3.m_AudioLinkDecalSideMax = _AudioLinkDecal3SideMax;
Decal3.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal3ChannelSeparation;
Decal3.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal3ChannelSeparationBand;
Decal3.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE3) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal3ChannelSeparationEnable==0
if(_Decal3ChannelSeparationEnable)
{
Decal3.SampleDecalChannelSeparation(_DecalTexture3, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal3ChannelSeparationEnable==1
if(!_Decal3ChannelSeparationEnable)
{
Decal3.SampleDecal(_DecalTexture3, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal3.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal3.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
if (alphaOverride)
{
poiFragData.alpha *= decalAlpha;
}
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
{
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[_DissolveMaskUV], _DissolveMask_ST), _DissolveMaskPan).r;
#else
float dissolveMask = 1;
#endif
UNITY_BRANCH
if (_DissolveUseVertexColors)
{
// Vertex Color Imprecision hype
dissolveMask = ceil(poiMesh.vertexColor.g * 100000) / 100000;
}
if (_DissolveMaskGlobalMask > 0)
{
dissolveMask = customBlend(dissolveMask, poiMods.globalMask[_DissolveMaskGlobalMask-1], _DissolveMaskGlobalMaskBlendType);
}
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[_DissolveToTextureUV], _DissolveToTexture_ST), _DissolveToTexturePan) * float4(poiThemeColor(poiMods, _DissolveTextureColor.rgb, _DissolveTextureColorThemeIndex), _DissolveTextureColor.a);
#else
dissolveToTexture = _DissolveTextureColor;
#endif
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[_DissolveNoiseTextureUV], _DissolveNoiseTexture_ST), _DissolveNoiseTexturePan).r;
#else
float dissolveNoiseTexture = 1;
#endif
float da = _DissolveAlpha
+ _DissolveAlpha0
+ _DissolveAlpha1
+ _DissolveAlpha2
+ _DissolveAlpha3
+ _DissolveAlpha4
+ _DissolveAlpha5
+ _DissolveAlpha6
+ _DissolveAlpha7
+ _DissolveAlpha8
+ _DissolveAlpha9;
float dds = _DissolveDetailStrength;
if(_UVTileDissolveEnabled)
{
float2 udim = floor(poiMesh.uv[(int)_UVTileDissolveUV]);
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
da += (udim.y >= 0 && udim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0, _UVTileDissolveAlpha_Row0_1, _UVTileDissolveAlpha_Row0_2, _UVTileDissolveAlpha_Row0_3), xMask);
da += (udim.y >= 1 && udim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0, _UVTileDissolveAlpha_Row1_1, _UVTileDissolveAlpha_Row1_2, _UVTileDissolveAlpha_Row1_3), xMask);
da += (udim.y >= 2 && udim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0, _UVTileDissolveAlpha_Row2_1, _UVTileDissolveAlpha_Row2_2, _UVTileDissolveAlpha_Row2_3), xMask);
da += (udim.y >= 3 && udim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0, _UVTileDissolveAlpha_Row3_1, _UVTileDissolveAlpha_Row3_2, _UVTileDissolveAlpha_Row3_3), xMask);
}
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (_EnableDissolveAudioLink && poiMods.audioLinkAvailable)
{
da += lerp(_AudioLinkDissolveAlpha.x, _AudioLinkDissolveAlpha.y, poiMods.audioLink[_AudioLinkDissolveAlphaBand]);
dds += lerp(_AudioLinkDissolveDetail.x, _AudioLinkDissolveDetail.y, poiMods.audioLink[_AudioLinkDissolveDetailBand]);
}
#endif
da = saturate(da);
dds = saturate(dds);
if (_DissolveMaskInvert)
{
dissolveMask = 1 - dissolveMask;
}
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[_DissolveDetailNoiseUV], _DissolveDetailNoise_ST), _DissolveDetailNoisePan);
#else
float dissolveDetailNoise = 0;
#endif
if (_DissolveInvertNoise)
{
dissolveNoiseTexture = 1 - dissolveNoiseTexture;
}
if (_DissolveInvertDetailNoise)
{
dissolveDetailNoise = 1 - dissolveDetailNoise;
}
if (_ContinuousDissolve != 0)
{
da = sin(_Time.x * _ContinuousDissolve) * .5 + .5;
}
da *= dissolveMask;
dissolveAlpha = da;
edgeAlpha = 0;
[flatten]
switch(_DissolveType)
{
default: // Basic (case 1)
{
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
case 2: // Point to Point
{
float3 direction;
float3 currentPos;
float distanceTo = 0;
direction = normalize(_DissolveEndPoint - _DissolveStartPoint);
currentPos = lerp(_DissolveStartPoint, _DissolveEndPoint, dissolveAlpha);
UNITY_BRANCH
if (_DissolveP2PWorldLocal != 1)
{
float3 pos = _DissolveP2PWorldLocal == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = step(distanceTo, 0);
edgeAlpha *= 1 - dissolveAlpha;
}
else
{
distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = (distanceTo < 0) ? 1 : 0;
edgeAlpha *= 1 - dissolveAlpha;
}
if(_DissolveP2PClamp)
{
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 3: // Spherical
{
if(_SphericalDissolveInvert)
{
da = remap(da, 1, 0, -_DissolveEdgeWidth, 1);
} else {
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
}
dissolveAlpha = da;
dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), _DissolveDetailEdgeSmoothing);
float currentDistance = lerp(0, _SphericalDissolveRadius, dissolveAlpha);
float fragDistance = distance(_SphericalDissolveCenter, poiMesh.localPos.xyz);
float normalizedDistance;
normalizedDistance = (fragDistance - currentDistance) / (_SphericalDissolveRadius + 0.0001) - dissolveDetailNoise * dds;
if(_SphericalDissolveInvert)
{
dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, -normalizedDistance);
} else {
dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, normalizedDistance);
}
if(_SphericalDissolveClamp)
{
da = lerp(da, 1 - da, _SphericalDissolveInvert);
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 4: // CenterOut
{
float ramp = 0.5;
float noise;
[flatten]
switch(_CenterOutDissolveMode)
{
case 1: // View Direction
{
ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, _CenterOutDissolveNormals));
break;
}
case 2: // Custom Direction
{
ramp = dot(normalize(_CenterOutDissolveDirection), lerp(poiMesh.normals[0], poiMesh.normals[1], _CenterOutDissolveNormals));
ramp = saturate(ramp * .5 + 0.5);
break;
}
case 3: // Light Direction
{
ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, _CenterOutDissolveNormals);
ramp = saturate(ramp * .5 + 0.5);
break;
}
}
if(_CenterOutDissolvePower != 1)
{
ramp = pow(ramp, _CenterOutDissolvePower);
}
if(!_CenterOutDissolveInvert)
{
ramp = 1 - ramp;
}
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
noise = saturate(ramp - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
}
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveHueShiftEnabled)
{
dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, _DissolveHueShift + _Time.x * _DissolveHueShiftSpeed);
}
#endif
poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
UNITY_BRANCH
if (_DissolveEdgeWidth || (_DissolveType == 2 && _DissolveP2PEdgeLength != 0))
{
edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), _DissolveEdgeGradient_ST)) * float4(poiThemeColor(poiMods, _DissolveEdgeColor.rgb, _DissolveEdgeColorThemeIndex), _DissolveEdgeColor.a);
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveEdgeHueShiftEnabled)
{
edgeColor.rgb = hueShift(edgeColor.rgb, _DissolveEdgeHueShift + _Time.x * _DissolveEdgeHueShiftSpeed);
}
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
}
poiFragData.emission += lerp(0, dissolveToTexture * _DissolveToEmissionStrength, dissolveAlpha) + lerp(0, edgeColor.rgb * _DissolveEdgeEmission, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
#endif
}
#endif
//endex
//ifex _ShadingEnabled==0
#ifdef VIGNETTE_MASKED
//CLOTH
#ifdef _LIGHTINGMODE_CLOTH
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL)
{
// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
float a2 = roughness * roughness;
// TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
float v = 0.5 / (lambdaV + lambdaL);
// a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf
// a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf
// clamp to the maximum value representable in mediump
return v;
}
float D_GGX(float roughness, float NoH)
{
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
// 2) NoH doesn't have enough precision around 1.0
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
// However, we can do better using Lagrange's identity:
// ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
// since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
// This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
// enough precision).
// Overall this yields better performance, keeping all computations in mediump
float oneMinusNoHSquared = 1.0 - NoH * NoH;
float a = NoH * roughness;
float k = roughness / (oneMinusNoHSquared + a * a);
float d = k * k * (1.0 / UNITY_PI);
return d;
}
// https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L94-L100
float D_Charlie(float roughness, float NoH)
{
// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
float invAlpha = 1.0 / roughness;
float cos2h = NoH * NoH;
float sin2h = max(1.0 - cos2h, 0.0078125); // 0.0078125 = 2^(-14/2), so sin2h^2 > 0 in fp16
return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * UNITY_PI);
}
// https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L136-L139
float V_Neubelt(float NoV, float NoL)
{
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
return 1.0 / (4.0 * (NoL + NoV - NoL * NoV));
}
float Distribution(float roughness, float NoH, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(GGXTerm(roughness, NoH), D_Charlie(roughness, NoH), cloth);
}
//endex
return cloth <= 0.5 ? GGXTerm(roughness, NoH) : D_Charlie(roughness, NoH);
}
float Visibility(float roughness, float NoV, float NoL, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(V_SmithGGXCorrelated(roughness, NoV, NoL), V_Neubelt(NoV, NoL), cloth);
}
//endex
return cloth <= 0.5 ? V_SmithGGXCorrelated(roughness, NoV, NoL) : V_Neubelt(NoV, NoL);
}
float F_Schlick(float3 f0, float f90, float VoH)
{
// Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
return f0 + (f90 - f0) * pow(1.0 - VoH, 5);
}
float F_Schlick(float3 f0, float VoH)
{
float f = pow(1.0 - VoH, 5.0);
return f + f0 * (1.0 - f);
}
float Fresnel(float3 f0, float LoH)
{
float f90 = saturate(dot(f0, float(50.0 * 0.33).xxx));
return F_Schlick(f0, f90, LoH);
}
float Fd_Burley(float roughness, float NoV, float NoL, float LoH)
{
// Burley 2012, "Physically-Based Shading at Disney"
float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
float lightScatter = F_Schlick(1.0, f90, NoL);
float viewScatter = F_Schlick(1.0, f90, NoV);
return lightScatter * viewScatter;
}
// Energy conserving wrap diffuse term, does *not* include the divide by PI
float Fd_Wrap(float NoL, float w)
{
return saturate((NoL + w) / pow(1.0 + w, 2));
}
float4 SampleDFG(float NoV, float perceptualRoughness)
{
return _ClothDFG.Sample(sampler_ClothDFG, float3(NoV, perceptualRoughness, 0));
}
float3 EnvBRDF(float2 dfg, float3 f0)
{
return f0 * dfg.x + dfg.y;
}
float3 EnvBRDFMultiscatter(float3 dfg, float3 f0, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(lerp(dfg.xxx, dfg.yyy, f0), f0 * dfg.z, cloth);
}
//endex
return cloth <= 0.5 ? lerp(dfg.xxx, dfg.yyy, f0) : f0 * dfg.z;
}
float3 EnvBRDFEnergyCompensation(float3 dfg, float3 f0, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(1.0 + f0 * (1.0 / dfg.y - 1.0), 1, cloth);
}
//endex
return cloth <= 0.5 ? 1.0 + f0 * (1.0 / dfg.y - 1.0) : 1;
}
//
float ClothMetallic(float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return cloth;
}
//endex
return cloth <= 0.5 ? 1 : 0;
}
float3 Specular(float roughness, PoiLight poiLight, float f0, float3 normal, float cloth)
{
float NoL = poiLight.nDotLSaturated;
float NoH = poiLight.nDotH;
float LoH = poiLight.lDotH;
float NoV = poiLight.nDotV;
float D = Distribution(roughness, NoH, cloth);
float V = Visibility(roughness, NoV, NoL, cloth);
float3 F = Fresnel(f0, LoH);
return (D * V) * F;
}
float3 getBoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float SpecularAO(float NoV, float ao, float roughness)
{
return clamp(pow(NoV + ao, exp2(-16.0 * roughness - 1.0)) - 1.0 + ao, 0.0, 1.0);
}
float3 IndirectSpecular(float3 dfg, float roughness, float occlusion, float energyCompensation, float cloth, float3 indirectDiffuse, float f0, PoiLight poiLight, PoiFragData poiFragData, PoiCam poiCam, PoiMesh poiMesh)
{
float3 normal = poiMesh.normals[1];
float3 reflDir = reflect(-poiCam.viewDir, normal);
Unity_GlossyEnvironmentData envData;
envData.roughness = roughness;
envData.reflUVW = getBoxProjection(reflDir, poiMesh.worldPos, unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
float3 probe0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData);
float3 indirectSpecular = probe0;
#if UNITY_SPECCUBE_BLENDING
UNITY_BRANCH
if (unity_SpecCube0_BoxMin.w < 0.99999)
{
envData.reflUVW = getBoxProjection(reflDir, poiMesh.worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz);
float3 probe1 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0), unity_SpecCube1_HDR, envData);
indirectSpecular = lerp(probe1, probe0, unity_SpecCube0_BoxMin.w);
}
#endif
float horizon = min(1 + dot(reflDir, normal), 1);
indirectSpecular = indirectSpecular * horizon * horizon * energyCompensation * EnvBRDFMultiscatter(dfg, f0, cloth);
indirectSpecular *= SpecularAO(poiLight.nDotV, occlusion, roughness);
return indirectSpecular;
};
#endif
// CLOTH END
float _LightingWrappedWrap;
float _LightingWrappedNormalization;
// Green’s model with adjustable energy
// http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
// Modified for adjustable conservation ratio and over-wrap to directionless
float RTWrapFunc(in float dt, in float w, in float norm)
{
float cw = saturate(w);
float o = (dt + cw) / ((1.0 + cw) * (1.0 + cw * norm));
float flt = 1.0 - 0.85 * norm;
if (w > 1.0)
{
o = lerp(o, flt, w - 1.0);
}
return o;
}
float3 GreenWrapSH(float fA) // Greens unoptimized and non-normalized
{
float fAs = saturate(fA);
float4 t = float4(fA + 1, fAs - 1, fA - 2, fAs + 1); // DJL edit: allow wrapping to L0-only at w=2
return float3(t.x, -t.z * t.x / 3, 0.25 * t.y * t.y * t.w);
}
float3 GreenWrapSHOpt(float fW) // optimised and normalized https://blog.selfshadow.com/2012/01/07/righting-wrap-part-2/
{
const float4 t0 = float4(0.0, 1.0 / 4.0, -1.0 / 3.0, -1.0 / 2.0);
const float4 t1 = float4(1.0, 2.0 / 3.0, 1.0 / 4.0, 0.0);
float3 fWs = float3(fW, fW, saturate(fW)); // DJL edit: allow wrapping to L0-only at w=2
float3 r;
r.xyz = t0.xxy * fWs + t0.xzw;
r.xyz = r.xyz * fWs + t1.xyz;
return r;
}
float3 ShadeSH9_wrapped(float3 normal, float wrap)
{
float3 x0, x1, x2;
float3 conv = lerp(GreenWrapSH(wrap), GreenWrapSHOpt(wrap), _LightingWrappedNormalization); // Should try optimizing this...
conv *= float3(1, 1.5, 4); // Undo pre-applied cosine convolution by using the inverse
// Constant (L0)
x0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
// Remove pre-applied constant part from L(2,0) to apply correct convolution
float3 L2_0 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / - 3.0;
x0 -= L2_0;
// Linear (L1) polynomial terms
x1.r = dot(unity_SHAr.xyz, normal);
x1.g = dot(unity_SHAg.xyz, normal);
x1.b = dot(unity_SHAb.xyz, normal);
// 4 of the quadratic (L2) polynomials
float4 vB = normal.xyzz * normal.yzzx;
x2.r = dot(unity_SHBr, vB);
x2.g = dot(unity_SHBg, vB);
x2.b = dot(unity_SHBb, vB);
// Final (5th) quadratic (L2) polynomial
float vC = normal.x * normal.x - normal.y * normal.y;
x2 += unity_SHC.rgb * vC;
// Move back the constant part of L(2,0)
x2 += L2_0;
return x0 * conv.x + x1 * conv.y + x2 * conv.z;
}
float3 GetSHDirectionL1()
{
// For efficiency, we only get the direction from L1.
// Because getting it from L2 would be too hard!
return Unity_SafeNormalize((unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz));
}
// Returns the value from SH in the lighting direction with the
// brightest intensity.
half3 GetSHMaxL1()
{
float3 maxDirection = GetSHDirectionL1();
return ShadeSH9_wrapped(maxDirection, 0);
}
#ifdef _LIGHTINGMODE_SHADEMAP
void applyShadeMapping(inout PoiFragData poiFragData, PoiMesh poiMesh, inout PoiLight poiLight)
{
float MainColorFeatherStep = _BaseColor_Step - _BaseShade_Feather;
float firstColorFeatherStep = _ShadeColor_Step - _1st2nd_Shades_Feather;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 firstShadeMap = POI2D_SAMPLER_PAN(_1st_ShadeMap, _MainTex, poiUV(poiMesh.uv[_1st_ShadeMapUV], _1st_ShadeMap_ST), _1st_ShadeMapPan);
#else
float4 firstShadeMap = float4(1, 1, 1, 1);
#endif
firstShadeMap = lerp(firstShadeMap, float4(poiFragData.baseColor, 1), _Use_BaseAs1st);
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 secondShadeMap = POI2D_SAMPLER_PAN(_2nd_ShadeMap, _MainTex, poiUV(poiMesh.uv[_2nd_ShadeMapUV], _2nd_ShadeMap_ST), _2nd_ShadeMapPan);
#else
float4 secondShadeMap = float4(1, 1, 1, 1);
#endif
secondShadeMap = lerp(secondShadeMap, firstShadeMap, _Use_1stAs2nd);
firstShadeMap.rgb *= _1st_ShadeColor.rgb; //* lighColor
secondShadeMap.rgb *= _2nd_ShadeColor.rgb; //* LightColor;
float shadowMask = 1;
shadowMask *= _Use_1stShadeMapAlpha_As_ShadowMask ?(_1stShadeMapMask_Inverse ?(1.0 - firstShadeMap.a) : firstShadeMap.a) : 1;
shadowMask *= _Use_2ndShadeMapAlpha_As_ShadowMask ?(_2ndShadeMapMask_Inverse ?(1.0 - secondShadeMap.a) : secondShadeMap.a) : 1;
float mainShadowMask = saturate(1 - ((poiLight.lightMap) - MainColorFeatherStep) / (_BaseColor_Step - MainColorFeatherStep) * (shadowMask));
float firstSecondShadowMask = saturate(1 - ((poiLight.lightMap) - firstColorFeatherStep) / (_ShadeColor_Step - firstColorFeatherStep) * (shadowMask));
mainShadowMask *= poiLight.shadowMask * _ShadowStrength;
firstSecondShadowMask *= poiLight.shadowMask * _ShadowStrength;
// 0 lerp | 1 multiply
if (_ShadingShadeMapBlendType == 0)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
else
{
poiFragData.baseColor.rgb *= lerp(1, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
poiLight.rampedLightMap = 1 - mainShadowMask;
}
#endif
void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
{
#if SUBTRACTIVE_LIGHTING
poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, _AttenuationMultiplier));
float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
#endif
}
UnityIndirect CreateIndirectLight(in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight)
{
UnityIndirect indirectLight;
indirectLight.diffuse = 0;
indirectLight.specular = 0;
#if defined(LIGHTMAP_ON)
indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
#if defined(DIRLIGHTMAP_COMBINED)
float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
);
indirectLight.diffuse = DecodeDirectionalLightmap(
indirectLight.diffuse, lightmapDirection, poiMesh.normals[1]
);
#endif
ApplySubtractiveLighting(indirectLight);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
);
#if defined(DIRLIGHTMAP_COMBINED)
float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_DynamicDirectionality, unity_DynamicLightmap,
poiMesh.lightmapUV.zw
);
indirectLight.diffuse += DecodeDirectionalLightmap(
dynamicLightDiffuse, dynamicLightmapDirection, poiMesh.normals[1]
);
#else
indirectLight.diffuse += dynamicLightDiffuse;
#endif
#endif
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
if (unity_ProbeVolumeParams.x == 1)
{
indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
float4(poiMesh.normals[1], 1), poiMesh.worldPos
);
indirectLight.diffuse = max(0, indirectLight.diffuse);
#if defined(UNITY_COLORSPACE_GAMMA)
indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
#endif
}
else
{
indirectLight.diffuse += max(0, ShadeSH9(float4(poiMesh.normals[1], 1)));
}
#else
indirectLight.diffuse += max(0, ShadeSH9(float4(poiMesh.normals[1], 1)));
#endif
#endif
indirectLight.diffuse *= poiLight.occlusion;
return indirectLight;
}
void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
{
#ifdef UNITY_PASS_FORWARDBASE
float shadowStrength = _ShadowStrength * poiLight.shadowMask;
#ifdef POI_PASS_OUTLINE
shadowStrength = lerp(0, shadowStrength, _OutlineShadowStrength);
#endif
#ifdef _LIGHTINGMODE_FLAT
poiLight.finalLighting = poiLight.directColor;
poiLight.rampedLightMap = poiLight.nDotLSaturated;
#endif
#ifdef _LIGHTINGMODE_TEXTURERAMP
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset).rgb, shadowStrength);
poiLight.finalLighting = lerp(_LightingShadowColor * lerp(poiLight.indirectColor, poiLight.rampedLightMap * poiLight.directColor, _LightingIgnoreAmbientColor) * poiLight.occlusion, poiLight.directColor, poiLight.rampedLightMap);
#endif
#ifdef _LIGHTINGMODE_MULTILAYER_MATH
#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
float4 blurMap = POI2D_SAMPLER_PAN(_MultilayerMathBlurMap, _MainTex, poiUV(poiMesh.uv[_MultilayerMathBlurMapUV], _MultilayerMathBlurMap_ST), _MultilayerMathBlurMapPan);
#else
float4 blurMap = 1;
#endif
float4 lns = float4(1, 1, 1, 1);
if (_LightingMulitlayerNonLinear)
{
lns.x = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r);
lns.y = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _Shadow2ndBorder, _Shadow2ndBlur * blurMap.g);
lns.z = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _Shadow3rdBorder, _Shadow3rdBlur * blurMap.b);
lns.w = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r, _ShadowBorderRange);
}
else
{
lns.x = poiEdgeLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r);
lns.y = poiEdgeLinearNoSaturate(poiLight.lightMap, _Shadow2ndBorder, _Shadow2ndBlur * blurMap.g);
lns.z = poiEdgeLinearNoSaturate(poiLight.lightMap, _Shadow3rdBorder, _Shadow3rdBlur * blurMap.b);
lns.w = poiEdgeLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r, _ShadowBorderRange);
}
lns = saturate(lns);
float3 indirectColor = 1;
if (_ShadowColor.a > 0)
{
#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadowColorTex = POI2D_SAMPLER_PAN(_ShadowColorTex, _MainTex, poiUV(poiMesh.uv[_ShadowColorTexUV], _ShadowColorTex_ST), _ShadowColorTexPan);
#else
float4 shadowColorTex = float4(1, 1, 1, 1);
#endif
indirectColor = lerp(float3(1, 1, 1), shadowColorTex.rgb, shadowColorTex.a) * _ShadowColor.rgb;
}
if (_Shadow2ndColor.a > 0)
{
#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadow2ndColorTex = POI2D_SAMPLER_PAN(_Shadow2ndColorTex, _MainTex, poiUV(poiMesh.uv[_Shadow2ndColorTexUV], _Shadow2ndColorTex_ST), _Shadow2ndColorTexPan);
#else
float4 shadow2ndColorTex = float4(1, 1, 1, 1);
#endif
shadow2ndColorTex.rgb = lerp(float3(1, 1, 1), shadow2ndColorTex.rgb, shadow2ndColorTex.a) * _Shadow2ndColor.rgb;
lns.y = _Shadow2ndColor.a - lns.y * _Shadow2ndColor.a;
indirectColor = lerp(indirectColor, shadow2ndColorTex.rgb, lns.y);
}
if (_Shadow3rdColor.a > 0)
{
#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadow3rdColorTex = POI2D_SAMPLER_PAN(_Shadow3rdColorTex, _MainTex, poiUV(poiMesh.uv[_Shadow3rdColorTexUV], _Shadow3rdColorTex_ST), _Shadow3rdColorTexPan);
#else
float4 shadow3rdColorTex = float4(1, 1, 1, 1);
#endif
shadow3rdColorTex.rgb = lerp(float3(1, 1, 1), shadow3rdColorTex.rgb, shadow3rdColorTex.a) * _Shadow3rdColor.rgb;
lns.z = _Shadow3rdColor.a - lns.z * _Shadow3rdColor.a;
indirectColor = lerp(indirectColor, shadow3rdColorTex.rgb, lns.z);
}
indirectColor = lerp(indirectColor, indirectColor*poiFragData.baseColor, _ShadowMainStrength);
poiLight.rampedLightMap = lns.x;
indirectColor = lerp(indirectColor, 1, lns.w * _ShadowBorderColor.rgb);
indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor);
indirectColor = lerp(poiLight.directColor, indirectColor, shadowStrength * poiLight.shadowMask);
poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, lns.x);
// Old Way
//poiLight.rampedLightMap = saturate((poiLight.lightMap - (1 - _LightingGradientEnd)) / saturate((1 - _LightingGradientStart) - (1 - _LightingGradientEnd) + fwidth(poiLight.lightMap)));
//poiLight.finalLighting = lerp((_LightingShadowColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor) * poiLight.occlusion), (poiLight.directColor), saturate(poiLight.rampedLightMap + 1 - shadowStrength));
#endif
#ifdef _LIGHTINGMODE_SHADEMAP
poiLight.finalLighting = poiLight.directColor;
#endif
#ifdef _LIGHTINGMODE_REALISTIC
UnityLight light;
light.dir = poiLight.direction;
light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, poiLight.attenuationStrength) * poiLight.detailShadow);
light.ndotl = poiLight.nDotLSaturated;
UnityIndirect indirectLight = CreateIndirectLight(poiMesh, poiCam, poiLight);
#ifdef UNITY_PASS_FORWARDBASE
light.color = max(light.color * _PPLightingMultiplier, 0);
light.color = max(light.color + _PPLightingAddition, 0);
indirectLight.diffuse = max(indirectLight.diffuse * _PPLightingMultiplier, 0);
indirectLight.diffuse = max(indirectLight.diffuse + _PPLightingAddition, 0);
#endif
poiLight.rampedLightMap = poiLight.nDotLSaturated;
poiLight.finalLighting = max(UNITY_BRDF_PBS(1, 0, 0, 0, poiMesh.normals[1], poiCam.viewDir, light, indirectLight).xyz, _LightingMinLightBrightness);
#endif
//ifex _LightingMode!=7
#ifdef _LIGHTINGMODE_CLOTH
#if defined(PROP_CLOTHMETALLICSMOOTHNESSMAP) || !defined(OPTIMIZER_ENABLED)
float4 clothmapsample = POI2D_SAMPLER_PAN(_ClothMetallicSmoothnessMap, _MainTex, poiUV(poiMesh.uv[_ClothMetallicSmoothnessMapUV], _ClothMetallicSmoothnessMap_ST), _ClothMetallicSmoothnessMapPan);
float roughness = 1 - (clothmapsample.a * _ClothSmoothness);
float reflectance = _ClothReflectance * clothmapsample.b;
float clothmask = clothmapsample.g;
float metallic = pow(clothmapsample.r * _ClothMetallic, 2) * ClothMetallic(clothmask);
roughness = _ClothMetallicSmoothnessMapInvert == 1 ? 1 - roughness : roughness;
#else
float roughness = 1 - (_ClothSmoothness);
float metallic = pow(_ClothMetallic, 2);
float reflectance = _ClothReflectance;
float clothmask = 1;
#endif
float perceptualRoughness = pow(roughness, 2);
float clampedRoughness = max(0.002, perceptualRoughness);
float f0 = 0.16 * reflectance * reflectance * (1 - metallic) + poiFragData.baseColor * metallic;
float3 fresnel = Fresnel(f0, poiLight.nDotV);
float3 dfg = SampleDFG(poiLight.nDotV, perceptualRoughness);
float energyCompensation = EnvBRDFEnergyCompensation(dfg, f0, clothmask);
poiLight.finalLighting = Fd_Burley(perceptualRoughness, poiLight.nDotV, poiLight.nDotLSaturated, poiLight.lDotH);
poiLight.finalLighting *= _LightColor0 * poiLight.attenuation * poiLight.nDotLSaturated;
float3 specular = max(0, Specular(clampedRoughness, poiLight, f0, poiMesh.normals[1], clothmask) * poiLight.finalLighting * energyCompensation * UNITY_PI); // (D * V) * F
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
float3 indirectDiffuse;
indirectDiffuse.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, poiMesh.normals[1]);
indirectDiffuse.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, poiMesh.normals[1]);
indirectDiffuse.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, poiMesh.normals[1]);
indirectDiffuse = max(0, indirectDiffuse);
float3 indirectSpecular = IndirectSpecular(dfg, roughness, poiLight.occlusion, energyCompensation, clothmask, indirectDiffuse, f0, poiLight, poiFragData, poiCam, poiMesh);
poiLight.finalLightAdd += max(0, specular + indirectSpecular);
poiLight.finalLighting += indirectDiffuse * poiLight.occlusion;
poiFragData.baseColor.xyz *= (1 - metallic);
#endif
//endex
#ifdef _LIGHTINGMODE_WRAPPED
#define GREYSCALE_VECTOR float3(.33333, .33333, .33333)
float3 directColor = _LightColor0.rgb * saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
float3 indirectColor = ShadeSH9_wrapped(poiMesh.normals[_LightingIndirectUsesNormals], _LightingWrappedWrap) * poiLight.occlusion;
float3 ShadeSH9Plus_2 = GetSHMaxL1();
float bw_topDirectLighting_2 = dot(_LightColor0.rgb, GREYSCALE_VECTOR);
float bw_directLighting = dot(directColor, GREYSCALE_VECTOR);
float bw_indirectLighting = dot(indirectColor, GREYSCALE_VECTOR);
float bw_topIndirectLighting = dot(ShadeSH9Plus_2, GREYSCALE_VECTOR);
poiLight.lightMap = smoothstep(0, bw_topIndirectLighting + bw_topDirectLighting_2, bw_indirectLighting + bw_directLighting) * poiLight.detailShadow;
poiLight.rampedLightMap = saturate((poiLight.lightMap - (1 - _LightingGradientEnd)) / saturate((1 - _LightingGradientStart) - (1 - _LightingGradientEnd) + fwidth(poiLight.lightMap)));
float3 mathRamp = lerp(float3(1, 1, 1), saturate(lerp((_LightingShadowColor * lerp(indirectColor, 1, _LightingIgnoreAmbientColor)), float3(1, 1, 1), saturate(poiLight.rampedLightMap))), _ShadowStrength);
float3 finalWrap = directColor + indirectColor;
if (_LightingCapEnabled)
{
finalWrap = clamp(finalWrap, _LightingMinLightBrightness, _LightingCap);
}
else
{
finalWrap = max(finalWrap, _LightingMinLightBrightness);
}
poiLight.finalLighting = finalWrap * saturate(mathRamp + 1 - _ShadowStrength);
#endif
#ifdef _LIGHTINGMODE_SKIN
float3 ambientNormalWorld = poiMesh.normals[1];//aTangentToWorld(s, s.blurredNormalTangent);
poiLight.rampedLightMap = poiLight.nDotLSaturated;
// Scattering mask.
#if defined(PROP_SKINTHICKNESS) || !defined(OPTIMIZER_ENABLED)
float subsurface = 1 - POI2D_SAMPLER_PAN(_SkinThicknessMap, _MainTex, poiUV(poiMesh.uv[_SkinThicknessMapUV], _SkinThicknessMap_ST), _SkinThicknessMapPan).r;
#else
float subsurface = 1;
#endif
if(_SkinThicknessMapInvert)
{
subsurface = 1 - subsurface;
}
if(_SkinThicknessPower != 1)
{
subsurface = pow(subsurface, _SkinThicknessPower);
}
float skinScattering = saturate(subsurface * _SssScale * 2);
// Skin subsurface depth absorption tint.
// cf http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf pg 35
// link dead, https://ia600902.us.archive.org/25/items/crytek_presentations/2014_03_25_CRYENGINE_GDC_Schultz.pdf
half3 absorption = exp((1.0h - subsurface) * _SssTransmissionAbsorption.rgb);
// Albedo scale for absorption assumes ~0.5 luminance for Caucasian skin.
absorption *= saturate(poiFragData.baseColor * unity_ColorSpaceDouble.rgb);
// Blurred normals for indirect diffuse and direct scattering.
ambientNormalWorld = normalize(lerp(poiMesh.normals[1], ambientNormalWorld, _SssBumpBlur));
float ndlBlur = dot(poiMesh.normals[1], poiLight.direction) * 0.5h + 0.5h;
float lumi = dot(poiLight.directColor, half3(0.2126h, 0.7152h, 0.0722h));
float4 sssLookupUv = float4(ndlBlur, skinScattering * lumi, 0.0f, 0.0f);
half3 sss = poiLight.lightMap * poiLight.attenuation * tex2Dlod(_SkinLUT, sssLookupUv).rgb;
poiLight.finalLighting = lerp(poiLight.directColor, min(lerp(poiLight.indirectColor * _LightingShadowColor, _LightingShadowColor, _LightingIgnoreAmbientColor) * poiLight.occlusion + (sss * poiLight.directColor), poiLight.directColor), _ShadowStrength);
#endif
#ifdef _LIGHTINGMODE_SDF
float3 forward = normalize(UnityObjectToWorldDir(float4(_SDFForward.xyz, 1)));
float3 left = normalize(UnityObjectToWorldDir(float4(_SDFLeft.xyz, 1)));
float3 lightDirHorizontal = normalize(float3(poiLight.direction.x, 0, poiLight.direction.z));
float lightAtten = 1 - (dot(lightDirHorizontal, forward) * 0.5 + 0.5);
float filpU = sign(dot(lightDirHorizontal, left));
#if defined(PROP_SDFSHADINGTEXTURE) || !defined(OPTIMIZER_ENABLED)
float shadowSDF = POI2D_SAMPLER_PAN(_SDFShadingTexture, _MainTex, poiUV(poiMesh.uv[_SDFShadingTextureUV], _SDFShadingTexture_ST) * float2(filpU, 1), _SDFShadingTexturePan).r;
#else
float shadowSDF = float2(1, 1);
#endif
float blur = _SDFBlur * 0.1;
float faceShadow = smoothstep(lightAtten - blur, lightAtten + blur, shadowSDF) * poiLight.detailShadow;
float3 indirectColor = _LightingShadowColor.rgb;
indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor);
indirectColor = lerp(poiLight.directColor, indirectColor, _ShadowStrength * poiLight.shadowMask);
poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, faceShadow);
#endif
#endif
#ifdef POI_PASS_ADD
// Realistic
if (_LightingAdditiveType == 0)
{
poiLight.rampedLightMap = max(0, poiLight.nDotL);
poiLight.finalLighting = poiLight.directColor * poiLight.attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * poiLight.additiveShadow;
}
// Toon
if (_LightingAdditiveType == 1)
{
#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
float passthrough = 0;
#else
float passthrough = _LightingAdditivePassthrough;
#endif
if (_LightingAdditiveGradientEnd == _LightingAdditiveGradientStart) _LightingAdditiveGradientEnd += 0.001;
poiLight.rampedLightMap = smoothstep(_LightingAdditiveGradientEnd, _LightingAdditiveGradientStart, 1 - (.5 * poiLight.nDotL + .5));
#if defined(POINT) || defined(SPOT)
poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation;
#else
poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5)));
#endif
}
// Wrapped
if (_LightingAdditiveType == 2)
{
/*
float uv = saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * poiLight.detailShadow;
poiLight.rampedLightMap = lerp(poiLight.directColor * max(poiLight.additiveShadow, passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.detailShadow;
float shadowatten = max(poiLight.additiveShadow, _LightingAdditivePassthrough);
poiLight.finalLighting = poiLight.directColor * poiLight.rampedLightMap * saturate(poiLight.attenuation * uv * shadowatten);
*/
}
#endif
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
float3 vertexLighting = float3(0, 0, 0);
for (int index = 0; index < 4; index++)
{
//UNITY_BRANCH
if (_LightingAdditiveType == 0)
{
vertexLighting += poiLight.vColor[index] * poiLight.vAttenuationDotNL[index] * poiLight.detailShadow; // Realistic
}
//UNITY_BRANCH
if (_LightingAdditiveType == 1) // Toon
{
vertexLighting += lerp(poiLight.vColor[index] * poiLight.vAttenuation[index], poiLight.vColor[index] * _LightingAdditivePassthrough * poiLight.vAttenuation[index], smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, .5 * poiLight.vDotNL[index] + .5)) * poiLight.detailShadow;
}
//UNITY_BRANCH
/*
if (_LightingAdditiveType == 2) //if(_LightingAdditiveType == 2) // Wrapped
{
float uv = saturate(RTWrapFunc(-poiLight.vDotNL[index], _LightingWrappedWrap, _LightingWrappedNormalization)) * poiLight.detailShadow;
poiLight.rampedLightMap = lerp(_LightingShadowColor, float3(1, 1, 1), saturate(1 - smoothstep(_LightingGradientStart - .000001, _LightingGradientEnd, 1 - uv)));
vertexLighting += poiLight.vColor[index] * poiLight.rampedLightMap * saturate(poiLight.vAttenuation[index] * uv);
}
*/
}
float3 mixedLight = poiLight.finalLighting;
poiLight.finalLighting = vertexLighting + poiLight.finalLighting;
#endif
}
#endif
//endex
//ifex _EnableAniso==0
#ifdef POI_ANISOTROPICS
/*
float D_GGX_Anisotropic(float at, float ab, float TdotH, float BdotH, float NdotH)
{
// Burley 2012, "Physically-Based Shading at Disney"
// The values at and ab are perceptualRoughness^2, a2 is therefore perceptualRoughness^4
// The dot product below computes perceptualRoughness^8. We cannot fit in fp16 without clamping
// the roughness to too high values so we perform the dot product and the division in fp32
float a2 = at * ab;
float3 d = float3(ab * TdotH, at * BdotH, a2 * NdotH);
float d2 = dot(d, d);
float b2 = a2 / d2;
return a2 * b2 * b2 * (1.0 / UNITY_PI);
}
//-------------------------------------GGX Anisotropic visibility function
float V_SmithGGXCorrelated_Anisotropic(float at, float ab, float TdotV, float BdotV, float TdotL, float BdotL, float NdotV, float NdotL)
{
// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
float lambdaV = NdotL * length(float3(at * TdotV, ab * BdotV, NdotV));
float lambdaL = NdotV * length(float3(at * TdotL, ab * BdotL, NdotL));
return 0.5 / (lambdaV + lambdaL);
}
*/
float calculateAnisotropics(float3 binormal, float offset, float3 normal, float3 viewDir, float3 LightDirection, float exponent, float strength, float shadowMask)
{
float3 ShiftedTangent = normalize(binormal + offset * normal);
float3 H = normalize(LightDirection + viewDir);
float dotTH = dot(ShiftedTangent, H);
float sinTH = sqrt(1.0 - dotTH * dotTH);
float dirAtten = smoothstep(-1.0, 0.0, dotTH);
return saturate(dirAtten * pow(sinTH, exponent) * strength) * shadowMask;
}
float aaEdgeFeather(float value, float edge, float feather)
{
float edgeMin = saturate(edge - feather * 0.5);
float edgeMax = saturate(edge + feather * 0.5);
return saturate((value - edgeMin) / saturate(edgeMax - edgeMin + fwidth(value)));
}
float3 applyAnisotropics(inout PoiFragData poiFragData, inout PoiLight poiLight, in PoiCam poiCam, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_ANISOCOLORMAP) || !defined(OPTIMIZER_ENABLED)
float4 specMap = POI2D_SAMPLER_PAN(_AnisoColorMap, _MainTex, poiUV(poiMesh.uv[_AnisoColorMapUV], _AnisoColorMap_ST), _AnisoColorMapPan);
#else
float4 specMap = float4(1, 1, 1, 0);
#endif
float shadowMask = lerp(1, poiMax(poiLight.rampedLightMap), _AnisoHideInShadow);
#ifdef POI_PASS_ADD
shadowMask *= poiLight.attenuation * poiLight.additiveShadow;
#endif
float spec0 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso0SwitchDirection), _Aniso0Offset +_Aniso0OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.direction, _Aniso0Power * 1000, _Aniso0Strength, shadowMask);
float spec1 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso1SwitchDirection), _Aniso1Offset +_Aniso1OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.direction, _Aniso1Power * 1000, _Aniso1Strength, shadowMask);
spec0 = lerp(spec0, aaEdgeFeather(spec0, _Aniso0Edge, _Aniso0Blur), _Aniso0ToonMode);
spec1 = lerp(spec1, aaEdgeFeather(spec1, _Aniso1Edge, _Aniso1Blur), _Aniso1ToonMode);
float3 spec0Color = specMap.rgb * _Aniso0Tint;
float3 spec1Color = specMap.rgb * _Aniso1Tint;
float3 finalSpec = saturate(saturate(spec0 * spec0Color) + saturate(spec1 * spec1Color)) * lerp(1, poiFragData.baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), poiLight.directColor, _AnisoUseLightColor);
float3 baseColor = poiFragData.baseColor;
poiFragData.baseColor = lerp(poiFragData.baseColor, spec1Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), poiLight.directColor, _AnisoUseLightColor), _AnisoReplace * spec1);
poiFragData.baseColor = lerp(poiFragData.baseColor, spec0Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), poiLight.directColor, _AnisoUseLightColor), _AnisoReplace * spec0);
poiLight.finalLightAdd += max(0, finalSpec * _AnisoAdd);
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
float vSpec0 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso0SwitchDirection), _Aniso0Offset +_Aniso0OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.vDirection[index], _Aniso0Power * 1000, _Aniso0Strength, poiLight.vAttenuationDotNL[index]);
float vSpec1 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso1SwitchDirection), _Aniso1Offset +_Aniso1OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.vDirection[index], _Aniso1Power * 1000, _Aniso1Strength, poiLight.vAttenuationDotNL[index]);
vSpec0 = lerp(vSpec0, aaEdgeFeather(vSpec0, _Aniso0Edge, _Aniso0Blur), _Aniso0ToonMode);
vSpec1 = lerp(vSpec1, aaEdgeFeather(vSpec1, _Aniso1Edge, _Aniso1Blur), _Aniso1ToonMode);
float3 vSpec0Color = specMap.rgb * _Aniso0Tint;
float3 vSpec1Color = specMap.rgb * _Aniso1Tint;
poiLight.finalLightAdd += max(0, saturate(saturate(vSpec0 * spec0Color) + saturate(vSpec1 * spec1Color)) * lerp(1, poiFragData.baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), poiLight.vColor[index], _AnisoUseLightColor) * _AnisoAdd);
poiFragData.baseColor = lerp(poiFragData.baseColor, spec1Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), poiLight.vColor[index], _AnisoUseLightColor), _AnisoReplace * vSpec1);
poiFragData.baseColor = lerp(poiFragData.baseColor, spec0Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), poiLight.vColor[index], _AnisoUseLightColor), _AnisoReplace * vSpec0);
}
#endif
//ifex _AnisoDebugToggle==0
if(_AnisoDebugToggle)
{
switch(_AnisoDebugMode)
{
// final Spec
case 1:
{
return finalSpec;
break;
}
case 2:
{
return spec0 * spec0Color;
break;
}
case 3:
{
return spec1 * spec1Color;
break;
}
}
}
//endex
return float3(0, 0, 0);
}
#endif
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
void blendMatcap(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMods poiMods, float add, float lightAdd, float multiply, float replace, float mixed, float4 matcapColor, float matcapMask, float emissionStrength, float matcapLightMask, uint globalMaskIndex, float globalMaskBlendType)
{
if (matcapLightMask)
{
matcapMask *= lerp(1, poiLight.rampedLightMap, matcapLightMask);
}
if (globalMaskIndex > 0)
{
matcapMask = customBlend(matcapMask, poiMods.globalMask[globalMaskIndex-1], globalMaskBlendType);
}
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, matcapColor.rgb, replace * matcapMask * matcapColor.a * .999999);
poiFragData.baseColor.rgb *= lerp(1, matcapColor.rgb, multiply * matcapMask * matcapColor.a);
poiFragData.baseColor.rgb += matcapColor.rgb * add * matcapMask * matcapColor.a;
poiLight.finalLightAdd += matcapColor.rgb * lightAdd * matcapMask * matcapColor.a;
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * matcapColor.rgb, mixed * matcapMask * matcapColor.a);
poiFragData.emission += matcapColor.rgb * emissionStrength * matcapMask * matcapColor.a;
}
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
#if defined(POI_MATCAP0) || defined(COLOR_GRADING_HDR_3D) || defined(POI_MATCAP2) || defined(POI_MATCAP3)
void applyMatcap(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiMods poiMods)
{
float4 matcap = 0;
float matcapMask = 0;
float4 matcap2 = 0;
float matcap2Mask = 0;
float4 matcap3 = 0;
float matcap3Mask = 0;
float4 matcap4 = 0;
float matcap4Mask = 0;
float2 matcapUV = 0;
//endex
//ifex _MatcapEnable==0
// Matcap 1
#ifdef POI_MATCAP0
float3 normal0 = poiMesh.normals[_MatcapNormal];
#ifdef POI_MATCAP0_CUSTOM_NORMAL
#if defined(PROP_MATCAP0NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal0 = calculateNormal(poiMesh.normals[_MatcapNormal], poiMesh, _Matcap0NormalMap, _Matcap0NormalMap_ST, _Matcap0NormalMapPan, _Matcap0NormalMapUV, _Matcap0NormalMapScale);
#endif
#endif
switch(_MatcapUVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal0, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _MatcapBorder + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal0), dot(worldViewUp, normal0)) * _MatcapBorder + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal0);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _MatcapBorder + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP) || !defined(OPTIMIZER_ENABLED)
matcap = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap)) * float4(poiThemeColor(poiMods, _MatcapColor.rgb, _MatcapColorThemeIndex), _MatcapColor.a);
#else
matcap = float4(poiThemeColor(poiMods, _MatcapColor.rgb, _MatcapColorThemeIndex), _MatcapColor.a);
#endif
matcap.rgb *= _MatcapIntensity;
#if defined(PROP_MATCAPMASK) || !defined(OPTIMIZER_ENABLED)
matcapMask = POI2D_SAMPLER_PAN(_MatcapMask, _MainTex, poiUV(poiMesh.uv[_MatcapMaskUV], _MatcapMask_ST), _MatcapMaskPan)[_MatcapMaskChannel];
#else
matcapMask = 1;
#endif
if (_MatcapMaskInvert)
{
matcapMask = 1 - matcapMask;
}
#ifdef TPS_Penetrator
if (_MatcapTPSDepthEnabled)
{
matcapMask = lerp(0, matcapMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _MatcapTPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap.a, matcapMask * _MatcapAlphaOverride);
//UNITY_BRANCH
if (_MatcapHueShiftEnabled)
{
matcap.rgb = hueShift(matcap.rgb, _MatcapHueShift + _Time.x * _MatcapHueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _MatcapAdd, _MatcapAddToLight, _MatcapMultiply, _MatcapReplace, _MatcapMixed, matcap, matcapMask, _MatcapEmissionStrength, _MatcapLightMask, _MatcapMaskGlobalMask, _MatcapMaskGlobalMaskBlendType);
#endif
//endex
//ifex _Matcap2Enable==0
// Matcap 2
#ifdef COLOR_GRADING_HDR_3D
float3 normal1 = poiMesh.normals[_Matcap2Normal];
#ifdef POI_MATCAP1_CUSTOM_NORMAL
#if defined(PROP_MATCAP1NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal1 = calculateNormal(poiMesh.normals[_Matcap2Normal], poiMesh, _Matcap1NormalMap, _Matcap1NormalMap_ST, _Matcap1NormalMapPan, _Matcap1NormalMapUV, _Matcap1NormalMapScale);
#endif
#endif
matcapUV = 0;
switch(_Matcap2UVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal1, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _Matcap2Border + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal1), dot(worldViewUp, normal1)) * _Matcap2Border + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal1);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _Matcap2Border + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP2) || !defined(OPTIMIZER_ENABLED)
matcap2 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap2, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap2)) * float4(poiThemeColor(poiMods, _Matcap2Color.rgb, _Matcap2ColorThemeIndex), _Matcap2Color.a);
#else
matcap2 = float4(poiThemeColor(poiMods, _Matcap2Color.rgb, _Matcap2ColorThemeIndex), _Matcap2Color.a);
#endif
matcap2.rgb *= _Matcap2Intensity;
#if defined(PROP_MATCAP2MASK) || !defined(OPTIMIZER_ENABLED)
matcap2Mask = POI2D_SAMPLER_PAN(_Matcap2Mask, _MainTex, poiUV(poiMesh.uv[_Matcap2MaskUV], _Matcap2Mask_ST), _Matcap2MaskPan)[_Matcap2MaskChannel];
#else
matcap2Mask = 1;
#endif
if (_Matcap2MaskInvert)
{
matcap2Mask = 1 - matcap2Mask;
}
#ifdef TPS_Penetrator
if (_Matcap2TPSDepthEnabled)
{
matcap2Mask = lerp(0, matcap2Mask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Matcap2TPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap2.a, matcap2Mask * _Matcap2AlphaOverride);
//UNITY_BRANCH
if (_Matcap2HueShiftEnabled)
{
matcap2.rgb = hueShift(matcap2.rgb, _Matcap2HueShift + _Time.x * _Matcap2HueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _Matcap2Add, _Matcap2AddToLight, _Matcap2Multiply, _Matcap2Replace, _Matcap2Mixed, matcap2, matcap2Mask, _Matcap2EmissionStrength, _Matcap2LightMask, _Matcap2MaskGlobalMask, _Matcap2MaskGlobalMaskBlendType);
#endif
//endex
//ifex _Matcap3Enable==0
// Matcap 3
#ifdef POI_MATCAP2
float3 normal2 = poiMesh.normals[_Matcap3Normal];
#ifdef POI_MATCAP2_CUSTOM_NORMAL
#if defined(PROP_MATCAP2NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal2 = calculateNormal(poiMesh.normals[_Matcap3Normal], poiMesh, _Matcap2NormalMap, _Matcap2NormalMap_ST, _Matcap2NormalMapPan, _Matcap2NormalMapUV, _Matcap2NormalMapScale);
#endif
#endif
matcapUV = 0;
switch(_Matcap3UVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal2, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _Matcap3Border + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal2), dot(worldViewUp, normal2)) * _Matcap3Border + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal2);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _Matcap3Border + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP3) || !defined(OPTIMIZER_ENABLED)
matcap3 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap3, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap3)) * float4(poiThemeColor(poiMods, _Matcap3Color.rgb, _Matcap3ColorThemeIndex), _Matcap3Color.a);
#else
matcap3 = float4(poiThemeColor(poiMods, _Matcap3Color.rgb, _Matcap3ColorThemeIndex), _Matcap3Color.a);
#endif
matcap3.rgb *= _Matcap3Intensity;
#if defined(PROP_MATCAP3MASK) || !defined(OPTIMIZER_ENABLED)
matcap3Mask = POI2D_SAMPLER_PAN(_Matcap3Mask, _MainTex, poiUV(poiMesh.uv[_Matcap3MaskUV], _Matcap3Mask_ST), _Matcap3MaskPan)[_Matcap3MaskChannel];
#else
matcap3Mask = 1;
#endif
if (_Matcap3MaskInvert)
{
matcap3Mask = 1 - matcap3Mask;
}
#ifdef TPS_Penetrator
if (_Matcap3TPSDepthEnabled)
{
matcap3Mask = lerp(0, matcap3Mask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Matcap3TPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap3.a, matcap3Mask * _Matcap3AlphaOverride);
//UNITY_BRANCH
if (_Matcap3HueShiftEnabled)
{
matcap3.rgb = hueShift(matcap3.rgb, _Matcap3HueShift + _Time.x * _Matcap3HueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _Matcap3Add, _Matcap3AddToLight, _Matcap3Multiply, _Matcap3Replace, _Matcap3Mixed, matcap3, matcap3Mask, _Matcap3EmissionStrength, _Matcap3LightMask, _Matcap3MaskGlobalMask, _Matcap3MaskGlobalMaskBlendType);
#endif
//endex
//ifex _Matcap4Enable==0
// Matcap 4
#ifdef POI_MATCAP3
float3 normal3 = poiMesh.normals[_Matcap4Normal];
#ifdef POI_MATCAP3_CUSTOM_NORMAL
#if defined(PROP_MATCAP3NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal3 = calculateNormal(poiMesh.normals[_Matcap4Normal], poiMesh, _Matcap3NormalMap, _Matcap3NormalMap_ST, _Matcap3NormalMapPan, _Matcap3NormalMapUV, _Matcap3NormalMapScale);
#endif
#endif
matcapUV = 0;
switch(_Matcap4UVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal3, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _Matcap4Border + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal3), dot(worldViewUp, normal3)) * _Matcap4Border + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal3);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _Matcap4Border + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP4) || !defined(OPTIMIZER_ENABLED)
matcap4 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap4, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap4)) * float4(poiThemeColor(poiMods, _Matcap4Color.rgb, _Matcap4ColorThemeIndex), _Matcap4Color.a);
#else
matcap4 = float4(poiThemeColor(poiMods, _Matcap4Color.rgb, _Matcap4ColorThemeIndex), _Matcap4Color.a);
#endif
matcap4.rgb *= _Matcap4Intensity;
#if defined(PROP_MATCAP4MASK) || !defined(OPTIMIZER_ENABLED)
matcap4Mask = POI2D_SAMPLER_PAN(_Matcap4Mask, _MainTex, poiUV(poiMesh.uv[_Matcap4MaskUV], _Matcap4Mask_ST), _Matcap4MaskPan)[_Matcap4MaskChannel];
#else
matcap4Mask = 1;
#endif
if (_Matcap4MaskInvert)
{
matcap4Mask = 1 - matcap4Mask;
}
#ifdef TPS_Penetrator
if (_Matcap4TPSDepthEnabled)
{
matcap4Mask = lerp(0, matcap4Mask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Matcap4TPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap4.a, matcap4Mask * _Matcap4AlphaOverride);
//UNITY_BRANCH
if (_Matcap4HueShiftEnabled)
{
matcap4.rgb = hueShift(matcap4.rgb, _Matcap4HueShift + _Time.x * _Matcap4HueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _Matcap4Add, _Matcap4AddToLight, _Matcap4Multiply, _Matcap4Replace, _Matcap4Mixed, matcap4, matcap4Mask, _Matcap4EmissionStrength, _Matcap4LightMask, _Matcap4MaskGlobalMask, _Matcap4MaskGlobalMaskBlendType);
#endif
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
}
#endif
//endex
//ifex _CubeMapEnabled==0
#ifdef _CUBEMAP
#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
// From Unity's MIT'd Skybox-Cubed.shader
float3 RotateAroundYInDegrees(float3 dir, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float3(mul(m, dir.xz), dir.y).xzy;
}
#endif
void applyCubemap(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
{
float3 CubeMapUV = 0;
switch(_CubeMapUVMode)
{
case 0: // Skybox
CubeMapUV = -poiCam.viewDir;
break;
case 1: // Reflection
CubeMapUV = poiCam.reflectionDir;
break;
case 2: // World Normal Direction
CubeMapUV = lerp(poiMesh.normals[0], poiMesh.normals[1], _CubeMapWorldNormalsStrength);
break;
case 3: // Local Normal Direction
CubeMapUV = poiMesh.objNormal;
break;
}
#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
if (any(_CubeMapRotation.xyz) || any(_CubeMapRotationPan.xyz))
{
// Do funny swizzle so we don't have to make a new function for every direction
CubeMapUV = RotateAroundYInDegrees(CubeMapUV.yxz, _CubeMapRotation.x + (_CubeMapRotationPan.x * _Time.y)).yxz;
CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xyz, _CubeMapRotation.y + (_CubeMapRotationPan.y * _Time.y)).xyz;
CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xzy, _CubeMapRotation.z + (_CubeMapRotationPan.z * _Time.y)).xzy;
}
float4 cubeMap = texCUBE(_CubeMap, CubeMapUV);
cubeMap.rgb *= poiThemeColor(poiMods, _CubeMapColor, _CubeMapColorThemeIndex);
#else
float4 cubeMap = float4(0.21763764082, 0.21763764082, 0.21763764082, .5) * float4(poiThemeColor(poiMods, _CubeMapColor, _CubeMapColorThemeIndex), 1);
#endif
cubeMap.rgb *= _CubeMapIntensity;
#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
float CubeMapMask = POI2D_SAMPLER_PAN(_CubeMapMask, _MainTex, poiUV(poiMesh.uv[_CubeMapMaskUV], _CubeMapMask_ST), _CubeMapMaskPan)[_CubeMapMaskChannel];
#else
float CubeMapMask = 1;
#endif
if (_CubeMapMaskGlobalMask > 0)
{
CubeMapMask = customBlend(CubeMapMask, poiMods.globalMask[_CubeMapMaskGlobalMask-1], _CubeMapMaskGlobalMaskBlendType);
}
if (_CubeMapMaskInvert)
{
CubeMapMask = 1 - CubeMapMask;
}
//UNITY_BRANCH
if (_CubeMapHueShiftEnabled)
{
cubeMap.rgb = hueShift(cubeMap.rgb, _CubeMapHueShift + _Time.x * _CubeMapHueShiftSpeed);
}
CubeMapMask = min(CubeMapMask, lerp(1, poiLight.rampedLightMap, _CubeMapLightMask));
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, cubeMap.rgb, _CubeMapReplace * CubeMapMask * cubeMap.a);
poiFragData.baseColor.rgb *= lerp(1, cubeMap.rgb, _CubeMapMultiply * CubeMapMask * cubeMap.a);
poiFragData.baseColor.rgb += cubeMap.rgb * _CubeMapAdd * CubeMapMask * cubeMap.a;
poiFragData.emission += cubeMap.rgb * _CubeMapEmissionStrength * CubeMapMask * cubeMap.a;
}
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
void ApplyAudioLinkDecal(in PoiMesh poiMesh, inout PoiFragData poiFragData, in PoiMods poiMods)
{
float4 colorAndMask = float4(1, 1, 1, 1);
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
colorAndMask = POI2D_SAMPLER_PAN(_ALDecalColorMask, _MainTex, poiUV(poiMesh.uv[_ALDecalColorMaskUV], _ALDecalColorMask_ST), _ALDecalColorMaskPan);
#endif
float2 uv = poiMesh.uv[_ALDecalUV];
float2 decalCenter = _ALUVPosition;
float theta = radians(_ALUVRotation + _Time.z * _ALUVRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
uv = remap(uv, float2(0, 0) - _ALUVScale.xz / 2 + _ALUVPosition, _ALUVScale.yw / 2 + _ALUVPosition, float2(0, 0), float2(1, 1));
// Mask
float4 audioLinkMask = 1.0;
// UV
float2 aluv = uv;
if (_ALDecalUVMode == 1)
{
float2 uvdir = uv * 2 - 1;
aluv.x = frac(atan2(uvdir.y, uvdir.x) * UNITY_INV_TWO_PI);
aluv.y = length(uvdir);
}
// Scale / Offset / Step
float maskY = aluv.y;
if (_ALDecalUVMode == 1)
{
maskY = remap(maskY, _ALDecaldCircleDimensions.x, _ALDecaldCircleDimensions.y, 0, 1);
}
float maskX = aluv.x;
if (_ALDecalUVMode == 1)
{
maskX = remap(maskX, _ALDecaldCircleDimensions.z, _ALDecaldCircleDimensions.w, 0, 1);
}
float maskVolume = _ALDecalVolumeStep != 0.0 ? floor(maskY * _ALDecalVolumeStep) / _ALDecalVolumeStep : maskY;
float maskBand = _ALDecalBandStep != 0.0 ? floor(maskX * _ALDecalBandStep) / _ALDecalBandStep : maskX;
// Copy
audioLinkMask.r = maskVolume;
audioLinkMask.g = maskBand;
// Clip
audioLinkMask.b = maskVolume < _ALDecalVolumeClipMin || maskVolume > _ALDecalVolumeClipMax ? 0.0 : audioLinkMask.b;
audioLinkMask.b = maskBand < _ALDecalBandClipMin || maskBand > _ALDecalBandClipMax ? 0.0 : audioLinkMask.b;
// Shape Clip
if (_ALDecalShapeClip)
{
float volumeth = _ALDecalShapeClipVolumeWidth;
if (_ALDecalVolumeStep != 0.0) audioLinkMask.b = frac(maskY * _ALDecalVolumeStep) > volumeth ? 0.0 : audioLinkMask.b;
float bandwidth = _ALDecalUVMode == 1 ? _ALDecalShapeClipBandWidth / aluv.y : _ALDecalShapeClipBandWidth;
float bandth = 1.0 - bandwidth;
if (_ALDecalBandStep != 0.0) audioLinkMask.b = frac(maskX * _ALDecalBandStep + bandth * 0.5) < bandth ? 0.0 : audioLinkMask.b;
}
// AudioLink
float2 audioLinkUV = float2(frac(audioLinkMask.g * 2.0), 4.5 / 4.0 + floor(audioLinkMask.g * 2.0) / 4.0);
audioLinkUV.y *= 0.0625;
float4 audioTexture = _AudioTexture.Sample(sampler_linear_clamp, audioLinkUV);
float audioVal = audioTexture.b * _ALDecalVolume * lerp(_ALDecalBaseBoost, _ALDecalTrebleBoost, audioLinkMask.g);
float audioLinkValue = _ALDecalLineWidth < 1.0 ? abs(audioVal - audioLinkMask.r) < _ALDecalLineWidth : audioVal > audioLinkMask.r * 2.0;
audioLinkValue = saturate(audioLinkValue) * audioLinkMask.b;
//clip(audioLinkValue - .5);
audioLinkValue *= colorAndMask.a;
if (!poiMods.audioLinkAvailable)
{
audioLinkValue = 0;
}
float3 alColorChord = _AudioTexture.Sample(sampler_linear_clamp, float2(maskX, 24.5 / 64.0)).rgb;
float volumeColorSrc = audioLinkMask.g;
if (_ALDecalVolumeColorSource == 1) volumeColorSrc = audioLinkMask.r;
if (_ALDecalVolumeColorSource == 2) volumeColorSrc = audioVal;
float3 lowColor = _ALDecalVolumeColorLow.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorLow.rgb, _ALDecalVolumeColorLowThemeIndex);
float3 midColor = _ALDecalVolumeColorMid.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorMid.rgb, _ALDecalVolumeColorMidThemeIndex);
float3 highColor = _ALDecalVolumeColorHigh.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorHigh.rgb, _ALDecalVolumeColorHighThemeIndex);
float3 volumeColor = lerp(lowColor, midColor, saturate(volumeColorSrc * 2));
volumeColor = lerp(volumeColor, highColor, saturate(volumeColorSrc * 2 - 1));
float3 emissionColor = lerp(lowColor * _ALDecalLowEmission, midColor * _ALDecalMidEmission, saturate(volumeColorSrc * 2));
emissionColor = lerp(emissionColor, highColor * _ALDecalHighEmission, saturate(volumeColorSrc * 2 - 1));
//poiFragData.baseColor = lerp(poiFragData.baseColor, volumeColor, audioLinkValue);
#if defined(POI_PASS_BASE) || defined(POI_PASS_ADD)
poiFragData.emission += emissionColor * audioLinkValue;
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor, customBlend(poiFragData.baseColor, volumeColor * colorAndMask.rgb, _ALDecalBlendType), saturate(_ALDecalBlendAlpha * audioLinkValue));
#endif
poiFragData.alpha = lerp(poiFragData.alpha, poiFragData.alpha * audioLinkValue, _ALDecalControlsAlpha);
}
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
void applyFlipbook(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
float4 flipBookPixel = float4(0, 0, 0, 0);
#if defined(PROP_FLIPBOOKMASK) || !defined(OPTIMIZER_ENABLED)
float flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiUV(poiMesh.uv[_FlipbookMaskUV], _FlipbookMask_ST), _FlipbookMaskPan)[_FlipbookMaskChannel];
#else
float flipBookMask = 1;
#endif
if (_FlipbookMaskGlobalMask > 0)
{
flipBookMask = customBlend(flipBookMask, poiMods.globalMask[_FlipbookMaskGlobalMask-1], _FlipbookMaskGlobalMaskBlendType);
}
float4 flipbookScaleOffset = _FlipbookScaleOffset;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookScaleOffset.xy += lerp(_AudioLinkFlipbookScale.xy, _AudioLinkFlipbookScale.zw, poiMods.audioLink[_AudioLinkFlipbookScaleBand]);
}
#endif
flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
float2 uv = frac(poiMesh.uv[_FlipbookTexArrayUV]);
float theta = radians(_FlipbookRotation + _Time.z * _FlipbookRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = flipbookScaleOffset.zw + .5;
// 2d rotation
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float4 sideOffset = float4(-(_FlipbookSideOffset.x), _FlipbookSideOffset.y, -(_FlipbookSideOffset.z), _FlipbookSideOffset.w);
float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.xz, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.yw, float2(0, 0), float2(1, 1));
UNITY_BRANCH
if (_FlipbookTiled == 0)
{
if (max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
return;
}
}
float currentFrame = 0;
float width;
float height;
float totalFrames;
_FlipbookTexArray.GetDimensions(width, height, totalFrames);
if (_FlipbookStartAndEnd)
{
totalFrames -= (totalFrames - min(max(_FlipbookStartFrame, _FlipbookEndFrame), totalFrames));
totalFrames -= max(0, _FlipbookStartFrame);
}
if (!_FlipbookManualFrameControl)
{
if (_FlipbookFPS != 0)
{
currentFrame = ((_Time.y / (1 / _FlipbookFPS)) + _FlipbookFrameOffset) % totalFrames;
if (_FlipbookStartAndEnd)
{
currentFrame += _FlipbookStartFrame;
}
}
}
else
{
currentFrame = fmod(_FlipbookCurrentFrame, totalFrames);
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
if (_FlipbookChronotensityEnabled)
{
currentFrame += AudioLinkGetChronoTime(_FlipbookChronoType, _FlipbookChronotensityBand) * _FlipbookChronotensitySpeed;
}
currentFrame += lerp(_AudioLinkFlipbookFrame.x, _AudioLinkFlipbookFrame.y, poiMods.audioLink[_AudioLinkFlipbookFrameBand]);
float totalFramesAL = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesAL += max(0, _FlipbookStartFrame);
}
currentFrame %= totalFramesAL;
}
#endif
flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor(currentFrame)));
UNITY_BRANCH
if (_FlipbookCrossfadeEnabled)
{
float totalFramesCF = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesCF += max(0, _FlipbookStartFrame);
}
float4 flipbookNextPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor((currentFrame + 1) % totalFramesCF)));
flipBookPixel = lerp(flipBookPixel, flipbookNextPixel, smoothstep(_FlipbookCrossfadeRange.x, _FlipbookCrossfadeRange.y, frac(currentFrame)));
}
UNITY_BRANCH
if (_FlipbookIntensityControlsAlpha)
{
flipBookPixel.a = poiMax(flipBookPixel.rgb);
}
UNITY_BRANCH
if (_FlipbookColorReplaces)
{
flipBookPixel.rgb = poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
else
{
flipBookPixel.rgb *= poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
UNITY_BRANCH
if (_FlipbookHueShiftEnabled)
{
flipBookPixel.rgb = hueShift(flipBookPixel.rgb, _FlipbookHueShift + _Time.x * _FlipbookHueShiftSpeed);
}
half flipbookAlpha = 1;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookAlpha += saturate(lerp(_AudioLinkFlipbookAlpha.x, _AudioLinkFlipbookAlpha.y, poiMods.audioLink[_AudioLinkFlipbookAlphaBand]));
}
#endif
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * _FlipbookReplace * flipBookMask * flipbookAlpha);
poiFragData.baseColor = poiFragData.baseColor + flipBookPixel.rgb * _FlipbookAdd * flipBookMask * flipbookAlpha;
poiFragData.baseColor = poiFragData.baseColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * flipBookMask * _FlipbookMultiply * flipbookAlpha);
float flipbookEmissionStrength = _FlipbookEmissionStrength;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookEmissionStrength += max(lerp(_AudioLinkFlipbookEmission.x, _AudioLinkFlipbookEmission.y, poiMods.audioLink[_AudioLinkFlipbookEmissionBand]), 0);
}
#endif
poiFragData.emission += lerp(0, flipBookPixel.rgb * flipbookEmissionStrength, flipBookPixel.a * _FlipbookColor.a * flipBookMask * flipbookAlpha);
#endif
UNITY_BRANCH
if (_FlipbookAlphaControlsFinalAlpha)
{
poiFragData.alpha = lerp(poiFragData.alpha, flipBookPixel.a * _FlipbookColor.a, flipBookMask);
}
#endif
}
#endif
//endex
//ifex _EnableEmission==0 && _EnableEmission1==0 && _EnableEmission2==0 && _EnableEmission3==0
float calculateGlowInTheDark(in float minLight, in float maxLight, in float minEmissionMultiplier, in float maxEmissionMultiplier, in float enabled, in float worldOrMesh, in PoiLight poiLight)
{
float glowInTheDarkMultiplier = 1;
//UNITY_BRANCH
if (enabled)
{
float3 lightValue = worldOrMesh ? calculateluminance(poiLight.finalLighting.rgb) : calculateluminance(poiLight.directColor.rgb);
float gitdeAlpha = saturate(inverseLerp(minLight, maxLight, lightValue));
glowInTheDarkMultiplier = lerp(minEmissionMultiplier, maxEmissionMultiplier, gitdeAlpha);
}
return glowInTheDarkMultiplier;
}
float calculateScrollingEmission(in float3 direction, in float velocity, in float interval, in float scrollWidth, float offset, float3 position)
{
scrollWidth = max(scrollWidth, 0);
float phase = 0;
phase = dot(position, direction);
phase -= (_Time.y + offset) * velocity;
phase /= interval;
phase -= floor(phase);
phase = saturate(phase);
return (pow(phase, scrollWidth) + pow(1 - phase, scrollWidth * 4)) * 0.5;
}
float calculateBlinkingEmission(in float blinkMin, in float blinkMax, in float blinkVelocity, float offset)
{
float amplitude = (blinkMax - blinkMin) * 0.5f;
float base = blinkMin + amplitude;
return sin((_Time.y + offset) * blinkVelocity) * amplitude + base;
}
void applyALEmmissionStrength(in PoiMods poiMods, inout float emissionStrength, in float2 emissionStrengthMod, in float emissionStrengthBand, in float2 _EmissionALMultipliers, in float _EmissionALMultipliersBand, in float enabled)
{
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && enabled)
{
emissionStrength += lerp(emissionStrengthMod.x, emissionStrengthMod.y, poiMods.audioLink[emissionStrengthBand]);
emissionStrength *= lerp(_EmissionALMultipliers.x, _EmissionALMultipliers.y, poiMods.audioLink[_EmissionALMultipliersBand]);
}
#endif
}
void applyALCenterOutEmission(in PoiMods poiMods, in float nDotV, inout float emissionStrength, in float size, in float band, in float2 emissionToAdd, in float enabled, in float duration)
{
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && enabled)
{
float intensity;
[flatten]
if(duration >= 0)
{
intensity = getBandAtTime(band, saturate(remap(nDotV, 1, 0, 0, duration)), size);
}
else
{
duration *= -1;
intensity = getBandAtTime(band, saturate(remap(pow(nDotV, 2), 0, 1 + duration, 0, duration)), size);
}
emissionStrength += lerp(emissionToAdd[0], emissionToAdd[1], intensity);
}
#endif
}
void applyLumaGradient(in PoiMods poiMods, inout float3 emissionColor, in float themeIndex, in float nDotV)
{
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && poiMods.audioLinkViaLuma && themeIndex >= 5 && themeIndex <= 7)
{
emissionColor = getLumaGradient(themeIndex-5, saturate(1 - nDotV));
}
#endif
}
//endex
//ifex _EnableEmission==0
#ifdef _EMISSION
float3 applyEmission(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam, in PoiMods poiMods)
{
// First Emission
float3 emission0 = 0;
float emissionStrength0 = _EmissionStrength;
float3 emissionColor0 = 0;
float glowInTheDarkMultiplier0 = calculateGlowInTheDark(_GITDEMinLight, _GITDEMaxLight, _GITDEMinEmissionMultiplier, _GITDEMaxEmissionMultiplier, _EnableGITDEmission, _GITDEWorldOrMesh, poiLight);
#if defined(PROP_EMISSIONMAP) || !defined(OPTIMIZER_ENABLED)
//UNITY_BRANCH
if (!_EmissionCenterOutEnabled)
{
emissionColor0 = POI2D_SAMPLER_PAN(_EmissionMap, _MainTex, poiUV(poiMesh.uv[_EmissionMapUV], _EmissionMap_ST), _EmissionMapPan).rgb * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap).rgb * poiThemeColor(poiMods, _EmissionColor.rgb, _EmissionColorThemeIndex);
}
else
{
emissionColor0 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap, _MainTex, ((.5 + poiLight.nDotV * .5) * _EmissionMap_ST.xy) + _Time.x * _EmissionCenterOutSpeed).rgb * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap).rgb * poiThemeColor(poiMods, _EmissionColor.rgb, _EmissionColorThemeIndex);
}
#else
emissionColor0 = lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap).rgb * poiThemeColor(poiMods, _EmissionColor.rgb, _EmissionColorThemeIndex);
#endif
//UNITY_BRANCH
if (_ScrollingEmission)
{
float3 pos = poiMesh.localPos;
//UNITY_BRANCH
if (_EmissionScrollingVertexColor)
{
pos = poiMesh.vertexColor.rgb;
}
//UNITY_BRANCH
if (_EmissionScrollingUseCurve)
{
#if defined(PROP_EMISSIONSCROLLINGCURVE) || !defined(OPTIMIZER_ENABLED)
emissionStrength0 *= UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve, _MainTex, poiUV(poiMesh.uv[_EmissionMapUV], _EmissionScrollingCurve_ST) + (dot(pos, _EmissiveScroll_Direction.xyz) * _EmissiveScroll_Interval) + _Time.x * _EmissiveScroll_Velocity).r;
#endif
}
else
{
emissionStrength0 *= calculateScrollingEmission(_EmissiveScroll_Direction.xyz, _EmissiveScroll_Velocity, _EmissiveScroll_Interval, _EmissiveScroll_Width, _EmissionScrollingOffset, pos);
}
}
//UNITY_BRANCH
if (_EmissionBlinkingEnabled)
{
emissionStrength0 *= calculateBlinkingEmission(_EmissiveBlink_Min, _EmissiveBlink_Max, _EmissiveBlink_Velocity, _EmissionBlinkingOffset);
}
applyLumaGradient(poiMods, emissionColor0, _EmissionColorThemeIndex, poiLight.nDotV);
emissionColor0 = hueShift(emissionColor0, frac(_EmissionHueShift + _EmissionHueShiftSpeed * _Time.x) * _EmissionHueShiftEnabled);
#if defined(PROP_EMISSIONMASK) || !defined(OPTIMIZER_ENABLED)
float emissionMask0 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask, _MainTex, poiUV(poiMesh.uv[_EmissionMaskUV], _EmissionMask_ST) + _Time.x * _EmissionMaskPan)[_EmissionMaskChannel];
#else
float emissionMask0 = 1;
#endif
if (_EmissionMaskInvert)
{
emissionMask0 = 1 - emissionMask0;
}
if (_EmissionMask0GlobalMask > 0)
{
emissionMask0 = customBlend(emissionMask0, poiMods.globalMask[_EmissionMask0GlobalMask-1], _EmissionMask0GlobalMaskBlendType);
}
applyALEmmissionStrength(poiMods, emissionStrength0, _EmissionAL0StrengthMod, _EmissionAL0StrengthBand, _EmissionAL0Multipliers, _EmissionAL0MultipliersBand, _EmissionAL0Enabled);
applyALCenterOutEmission(poiMods, poiLight.nDotV, emissionStrength0, _AudioLinkEmission0CenterOutSize, _AudioLinkEmission0CenterOutBand, _AudioLinkEmission0CenterOut, _EmissionAL0Enabled, _AudioLinkEmission0CenterOutDuration);
emissionStrength0 *= glowInTheDarkMultiplier0 * emissionMask0;
emission0 = max(emissionStrength0 * emissionColor0, 0);
#ifdef POI_DISSOLVE
//UNITY_BRANCH
if (_DissolveEmissionSide != 2)
{
emission0 *= lerp(1 - dissolveAlpha, dissolveAlpha, _DissolveEmissionSide);
}
#endif
// poiFragData.finalColor.rgb = lerp(poiFragData.finalColor.rgb, saturate(emission0 + emission1), _EmissionReplace * poiMax(emission0 + emission1));
poiFragData.emission += emission0;
return emission0 * _EmissionReplace0;
}
#endif
//endex
//ifex _EnableEmission1==0
#ifdef POI_EMISSION_1
float3 applyEmission1(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam, in PoiMods poiMods)
{
// Second Emission
float3 emission1 = 0;
float emissionStrength1 = 0;
float3 emissionColor1 = 0;
emissionStrength1 = _EmissionStrength1;
float glowInTheDarkMultiplier1 = calculateGlowInTheDark(_GITDEMinLight1, _GITDEMaxLight1, _GITDEMinEmissionMultiplier1, _GITDEMaxEmissionMultiplier1, _EnableGITDEmission1, _GITDEWorldOrMesh1, poiLight);
#if defined(PROP_EMISSIONMAP1) || !defined(OPTIMIZER_ENABLED)
//UNITY_BRANCH
if (!_EmissionCenterOutEnabled1)
{
emissionColor1 = POI2D_SAMPLER_PAN(_EmissionMap1, _MainTex, poiUV(poiMesh.uv[_EmissionMap1UV], _EmissionMap1_ST), _EmissionMap1Pan) * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap1).rgb * poiThemeColor(poiMods, _EmissionColor1.rgb, _EmissionColor1ThemeIndex);
}
else
{
emissionColor1 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap1, _MainTex, ((.5 + poiLight.nDotV * .5) * _EmissionMap1_ST.xy) + _Time.x * _EmissionCenterOutSpeed1).rgb * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap1).rgb * poiThemeColor(poiMods, _EmissionColor1.rgb, _EmissionColor1ThemeIndex);
}
#else
emissionColor1 = lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap1).rgb * poiThemeColor(poiMods, _EmissionColor1.rgb, _EmissionColor1ThemeIndex);
#endif
//UNITY_BRANCH
if (_ScrollingEmission1)
{
float3 pos1 = poiMesh.localPos;
//UNITY_BRANCH
if (_EmissionScrollingVertexColor1)
{
pos1 = poiMesh.vertexColor.rgb;
}
//UNITY_BRANCH
if (_EmissionScrollingUseCurve1)
{
#if defined(PROP_EMISSIONSCROLLINGCURVE1) || !defined(OPTIMIZER_ENABLED)
emissionStrength1 *= UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve1, _MainTex, poiUV(poiMesh.uv[_EmissionMap1UV], _EmissionScrollingCurve1_ST) + (dot(pos1, _EmissiveScroll_Direction1) * _EmissiveScroll_Interval1) + _Time.x * _EmissiveScroll_Velocity1);
#endif
}
else
{
emissionStrength1 *= calculateScrollingEmission(_EmissiveScroll_Direction1, _EmissiveScroll_Velocity1, _EmissiveScroll_Interval1, _EmissiveScroll_Width1, _EmissionScrollingOffset1, pos1);
}
}
//UNITY_BRANCH
if (_EmissionBlinkingEnabled1)
{
emissionStrength1 *= calculateBlinkingEmission(_EmissiveBlink_Min1, _EmissiveBlink_Max1, _EmissiveBlink_Velocity1, _EmissionBlinkingOffset1);
}
applyLumaGradient(poiMods, emissionColor1, _EmissionColor1ThemeIndex, poiLight.nDotV);
emissionColor1 = hueShift(emissionColor1, frac(_EmissionHueShift1 + _EmissionHueShiftSpeed1 * _Time.x) * _EmissionHueShiftEnabled1);
#if defined(PROP_EMISSIONMASK1) || !defined(OPTIMIZER_ENABLED)
float emissionMask1 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask1, _MainTex, poiUV(poiMesh.uv[_EmissionMask1UV], _EmissionMask1_ST) + _Time.x * _EmissionMask1Pan)[_EmissionMask1Channel];
#else
float emissionMask1 = 1;
#endif
if (_EmissionMaskInvert1)
{
emissionMask1 = 1 - emissionMask1;
}
if (_EmissionMask1GlobalMask > 0)
{
emissionMask1 = customBlend(emissionMask1, poiMods.globalMask[_EmissionMask1GlobalMask-1], _EmissionMask1GlobalMaskBlendType);
}
applyALEmmissionStrength(poiMods, emissionStrength1, _EmissionAL1StrengthMod, _EmissionAL1StrengthBand, _EmissionAL1Multipliers, _EmissionAL1MultipliersBand, _EmissionAL1Enabled);
applyALCenterOutEmission(poiMods, poiLight.nDotV, emissionStrength1, _AudioLinkEmission1CenterOutSize, _AudioLinkEmission1CenterOutBand, _AudioLinkEmission1CenterOut, _EmissionAL1Enabled, _AudioLinkEmission1CenterOutDuration);
emissionStrength1 *= glowInTheDarkMultiplier1 * emissionMask1;
emission1 = max(emissionStrength1 * emissionColor1, 0);
poiFragData.emission += emission1;
return emission1 * _EmissionReplace1;
}
#endif
//endex
//ifex _EnableEmission2==0
#ifdef POI_EMISSION_2
float3 applyEmission2(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam, in PoiMods poiMods)
{
// Second Emission
float3 emission2 = 0;
float emissionStrength2 = 0;
float3 emissionColor2 = 0;
emissionStrength2 = _EmissionStrength2;
float glowInTheDarkMultiplier2 = calculateGlowInTheDark(_GITDEMinLight2, _GITDEMaxLight2, _GITDEMinEmissionMultiplier2, _GITDEMaxEmissionMultiplier2, _EnableGITDEmission2, _GITDEWorldOrMesh2, poiLight);
#if defined(PROP_EMISSIONMAP2) || !defined(OPTIMIZER_ENABLED)
//UNITY_BRANCH
if (!_EmissionCenterOutEnabled2)
{
emissionColor2 = POI2D_SAMPLER_PAN(_EmissionMap2, _MainTex, poiUV(poiMesh.uv[_EmissionMap2UV], _EmissionMap2_ST), _EmissionMap2Pan) * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap2).rgb * poiThemeColor(poiMods, _EmissionColor2.rgb, _EmissionColor2ThemeIndex);
}
else
{
emissionColor2 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap2, _MainTex, ((.5 + poiLight.nDotV * .5) * _EmissionMap2_ST.xy) + _Time.x * _EmissionCenterOutSpeed2).rgb * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap2).rgb * poiThemeColor(poiMods, _EmissionColor2.rgb, _EmissionColor2ThemeIndex);
}
#else
emissionColor2 = lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap2).rgb * poiThemeColor(poiMods, _EmissionColor2.rgb, _EmissionColor2ThemeIndex);
#endif
//UNITY_BRANCH
if (_ScrollingEmission2)
{
float3 pos2 = poiMesh.localPos;
//UNITY_BRANCH
if (_EmissionScrollingVertexColor2)
{
pos2 = poiMesh.vertexColor.rgb;
}
//UNITY_BRANCH
if (_EmissionScrollingUseCurve2)
{
#if defined(PROP_EMISSIONSCROLLINGCURVE2) || !defined(OPTIMIZER_ENABLED)
emissionStrength2 *= UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve2, _MainTex, poiUV(poiMesh.uv[_EmissionMap2UV], _EmissionScrollingCurve2_ST) + (dot(pos2, _EmissiveScroll_Direction2) * _EmissiveScroll_Interval2) + _Time.x * _EmissiveScroll_Velocity2);
#endif
}
else
{
emissionStrength2 *= calculateScrollingEmission(_EmissiveScroll_Direction2, _EmissiveScroll_Velocity2, _EmissiveScroll_Interval2, _EmissiveScroll_Width2, _EmissionScrollingOffset2, pos2);
}
}
//UNITY_BRANCH
if (_EmissionBlinkingEnabled2)
{
emissionStrength2 *= calculateBlinkingEmission(_EmissiveBlink_Min2, _EmissiveBlink_Max2, _EmissiveBlink_Velocity2, _EmissionBlinkingOffset2);
}
applyLumaGradient(poiMods, emissionColor2, _EmissionColor2ThemeIndex, poiLight.nDotV);
emissionColor2 = hueShift(emissionColor2, frac(_EmissionHueShift2 + _EmissionHueShiftSpeed2 * _Time.x) * _EmissionHueShiftEnabled2);
#if defined(PROP_EMISSIONMASK2) || !defined(OPTIMIZER_ENABLED)
float emissionMask2 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask2, _MainTex, poiUV(poiMesh.uv[_EmissionMask2UV], _EmissionMask2_ST) + _Time.x * _EmissionMask2Pan)[_EmissionMask2Channel];
#else
float emissionMask2 = 1;
#endif
if (_EmissionMaskInvert2)
{
emissionMask2 = 1 - emissionMask2;
}
if (_EmissionMask2GlobalMask > 0)
{
emissionMask2 = customBlend(emissionMask2, poiMods.globalMask[_EmissionMask2GlobalMask-1], _EmissionMask2GlobalMaskBlendType);
}
applyALEmmissionStrength(poiMods, emissionStrength2, _EmissionAL2StrengthMod, _EmissionAL2StrengthBand, _EmissionAL2Multipliers, _EmissionAL2MultipliersBand, _EmissionAL2Enabled);
applyALCenterOutEmission(poiMods, poiLight.nDotV, emissionStrength2, _AudioLinkEmission2CenterOutSize, _AudioLinkEmission2CenterOutBand, _AudioLinkEmission2CenterOut, _EmissionAL2Enabled, _AudioLinkEmission2CenterOutDuration);
emissionStrength2 *= glowInTheDarkMultiplier2 * emissionMask2;
emission2 = max(emissionStrength2 * emissionColor2, 0);
poiFragData.emission += emission2;
return emission2 * _EmissionReplace2;
}
#endif
//endex
//ifex _EnableEmission3==0
#ifdef POI_EMISSION_3
float3 applyEmission3(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam, in PoiMods poiMods)
{
// Second Emission
float3 emission3 = 0;
float emissionStrength3 = 0;
float3 emissionColor3 = 0;
emissionStrength3 = _EmissionStrength3;
float glowInTheDarkMultiplier3 = calculateGlowInTheDark(_GITDEMinLight3, _GITDEMaxLight3, _GITDEMinEmissionMultiplier3, _GITDEMaxEmissionMultiplier3, _EnableGITDEmission3, _GITDEWorldOrMesh3, poiLight);
#if defined(PROP_EMISSIONMAP3) || !defined(OPTIMIZER_ENABLED)
//UNITY_BRANCH
if (!_EmissionCenterOutEnabled3)
{
emissionColor3 = POI2D_SAMPLER_PAN(_EmissionMap3, _MainTex, poiUV(poiMesh.uv[_EmissionMap3UV], _EmissionMap3_ST), _EmissionMap3Pan) * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap3).rgb * poiThemeColor(poiMods, _EmissionColor3.rgb, _EmissionColor3ThemeIndex);
}
else
{
emissionColor3 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap3, _MainTex, ((.5 + poiLight.nDotV * .5) * _EmissionMap3_ST.xy) + _Time.x * _EmissionCenterOutSpeed3).rgb * lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap3).rgb * poiThemeColor(poiMods, _EmissionColor3.rgb, _EmissionColor3ThemeIndex);
}
#else
emissionColor3 = lerp(1, poiFragData.baseColor, _EmissionBaseColorAsMap3).rgb * poiThemeColor(poiMods, _EmissionColor3.rgb, _EmissionColor3ThemeIndex);
#endif
//UNITY_BRANCH
if (_ScrollingEmission3)
{
float3 pos3 = poiMesh.localPos;
//UNITY_BRANCH
if (_EmissionScrollingVertexColor3)
{
pos3 = poiMesh.vertexColor.rgb;
}
//UNITY_BRANCH
if (_EmissionScrollingUseCurve3)
{
#if defined(PROP_EMISSIONSCROLLINGCURVE3) || !defined(OPTIMIZER_ENABLED)
emissionStrength3 *= UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve3, _MainTex, poiUV(poiMesh.uv[_EmissionMap3UV], _EmissionScrollingCurve3_ST) + (dot(pos3, _EmissiveScroll_Direction3) * _EmissiveScroll_Interval3) + _Time.x * _EmissiveScroll_Velocity3);
#endif
}
else
{
emissionStrength3 *= calculateScrollingEmission(_EmissiveScroll_Direction3, _EmissiveScroll_Velocity3, _EmissiveScroll_Interval3, _EmissiveScroll_Width3, _EmissionScrollingOffset3, pos3);
}
}
//UNITY_BRANCH
if (_EmissionBlinkingEnabled3)
{
emissionStrength3 *= calculateBlinkingEmission(_EmissiveBlink_Min3, _EmissiveBlink_Max3, _EmissiveBlink_Velocity3, _EmissionBlinkingOffset3);
}
applyLumaGradient(poiMods, emissionColor3, _EmissionColor3ThemeIndex, poiLight.nDotV);
emissionColor3 = hueShift(emissionColor3, frac(_EmissionHueShift3 + _EmissionHueShiftSpeed3 * _Time.x) * _EmissionHueShiftEnabled3);
#if defined(PROP_EMISSIONMASK3) || !defined(OPTIMIZER_ENABLED)
float emissionMask3 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask3, _MainTex, poiUV(poiMesh.uv[_EmissionMask3UV], _EmissionMask3_ST) + _Time.x * _EmissionMask3Pan)[_EmissionMask3Channel];
#else
float emissionMask3 = 1;
#endif
if (_EmissionMaskInvert3)
{
emissionMask3 = 1 - emissionMask3;
}
if (_EmissionMask3GlobalMask > 0)
{
emissionMask3 = customBlend(emissionMask3, poiMods.globalMask[_EmissionMask3GlobalMask-1], _EmissionMask3GlobalMaskBlendType);
}
applyALEmmissionStrength(poiMods, emissionStrength3, _EmissionAL3StrengthMod, _EmissionAL3StrengthBand, _EmissionAL3Multipliers, _EmissionAL3MultipliersBand, _EmissionAL3Enabled);
applyALCenterOutEmission(poiMods, poiLight.nDotV, emissionStrength3, _AudioLinkEmission3CenterOutSize, _AudioLinkEmission3CenterOutBand, _AudioLinkEmission3CenterOut, _EmissionAL3Enabled, _AudioLinkEmission3CenterOutDuration);
emissionStrength3 *= glowInTheDarkMultiplier3 * emissionMask3;
emission3 = max(emissionStrength3 * emissionColor3, 0);
poiFragData.emission += emission3;
return emission3 * _EmissionReplace3;
}
#endif
//endex
//ifex _EnableRimLighting==0 && _EnableRim2Lighting==0
#if defined(_GLOSSYREFLECTIONS_OFF) || defined(POI_RIM2)
#if defined(_RIMSTYLE_POIYOMI) || defined(_RIM2STYLE_POIYOMI)
void ApplyPoiyomiRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, inout PoiMods poiMods, float Is_NormalMapToRimLight, float RimInvert, float RimPower, float RimStrength, float RimShadowWidth, float RimShadowToggle, float RimWidth, float RimBlendStrength, float RimMask, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimTex, float4 RimLightColor, float RimLightColorThemeIndex, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimSharpness, float RimShadowMaskRampType, float RimShadowMaskInvert, float RimShadowMaskStrength, float2 RimShadowAlpha, float RimApplyGlobalMaskIndex, float RimApplyGlobalMaskBlendType, float RimBaseColorMix, float RimBrightness, float RimBlendMode, half AudioLinkRimWidthBand, float2 AudioLinkRimWidthAdd, half AudioLinkRimEmissionBand, float2 AudioLinkRimEmissionAdd, half AudioLinkRimBrightnessBand, float2 AudioLinkRimBrightnessAdd, float RimClamp)
{
float viewDotNormal = abs(dot(poiCam.viewDir, lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight)));
UNITY_BRANCH
if (RimInvert)
{
viewDotNormal = 1 - viewDotNormal;
}
viewDotNormal = pow(viewDotNormal, RimPower);
if (RimShadowWidth && RimShadowToggle)
{
viewDotNormal += lerp(0, (1 - poiLight.nDotLNormalized) * 3, RimShadowWidth);
}
float rimStrength = RimStrength;
float rimWidth = lerp( - .05, 1, RimWidth);
float blendStrength = RimBlendStrength;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
rimWidth = clamp(rimWidth + lerp(AudioLinkRimWidthAdd.x, AudioLinkRimWidthAdd.y, poiMods.audioLink[AudioLinkRimWidthBand]), - .05, 1);
rimStrength += lerp(AudioLinkRimEmissionAdd.x, AudioLinkRimEmissionAdd.y, poiMods.audioLink[AudioLinkRimEmissionBand]);
blendStrength += lerp(AudioLinkRimBrightnessAdd.x, AudioLinkRimBrightnessAdd.y, poiMods.audioLink[AudioLinkRimBrightnessBand]);
}
#endif
float rimMask = RimMask;
if (RimGlobalMask > 0)
{
rimMask = customBlend(rimMask, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
}
float4 rimColor = RimTex;
rimColor *= float4(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex), RimLightColor.a);
UNITY_BRANCH
if (RimHueShiftEnabled)
{
rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
}
float rim = 1 - smoothstep(min(RimSharpness, rimWidth), rimWidth, viewDotNormal);
rim *= RimLightColor.a * rimColor.a * rimMask;
if (RimShadowToggle)
{
switch(RimShadowMaskRampType)
{
case 0:
float rampedLightMap = poiLight.rampedLightMap;
if (RimShadowMaskInvert) rampedLightMap = 1 - rampedLightMap;
rim = lerp(rim, rim * rampedLightMap, RimShadowMaskStrength);
break;
case 1:
float nDotLNormalized = poiLight.nDotLNormalized;
if (RimShadowMaskInvert) nDotLNormalized = 1 - nDotLNormalized;
rim = lerp(rim, rim * smoothstep(RimShadowAlpha.x, RimShadowAlpha.y, nDotLNormalized), RimShadowMaskStrength);
break;
}
}
if (RimApplyGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, RimApplyGlobalMaskIndex-1, RimApplyGlobalMaskBlendType, rim * blendStrength);
}
float3 finalRimColor = rimColor.rgb * lerp(1, poiFragData.baseColor, RimBaseColorMix);
finalRimColor *= RimBrightness;
// Add 0, Replace 1, Multiply 2, Mixed 3
switch(RimBlendMode)
{
case 0: poiFragData.baseColor += finalRimColor * rim * blendStrength; break;
case 1: poiFragData.baseColor = lerp(poiFragData.baseColor, finalRimColor, rim * blendStrength); break;
case 2: poiFragData.baseColor = lerp(poiFragData.baseColor, poiFragData.baseColor * finalRimColor, rim * blendStrength); break;
case 3: poiFragData.baseColor = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * finalRimColor, rim * blendStrength); break;
}
if(RimClamp)
{
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
poiFragData.emission += finalRimColor * rim * rimStrength;
}
#endif
#if defined(_RIMSTYLE_UTS2) || defined(_RIM2STYLE_UTS2)
void ApplyUTS2RimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Set_RimLightMask_var, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimLightColor, float RimLightColorThemeIndex, float Is_LightColor_RimLight, float Is_NormalMapToRimLight, float RimLight_Power, float RimLight_InsideMask, float RimLight_FeatherOff, float LightDirection_MaskOn, float Tweak_LightDirection_MaskLevel, float Add_Antipodean_RimLight, float4 Ap_RimLightColor, float RimApColorThemeIndex, float Is_LightColor_Ap_RimLight, float Ap_RimLight_Power, float Ap_RimLight_FeatherOff, float Tweak_RimLightMaskLevel, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimClamp)
{
if (RimGlobalMask > 0)
{
Set_RimLightMask_var = customBlend(Set_RimLightMask_var, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
}
float3 rimColor = float3(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex));
float3 _Is_LightColor_RimLight_var = lerp(rimColor, (rimColor * poiLight.directColor), Is_LightColor_RimLight);
float _RimArea_var = (1.0 - dot(lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight), poiCam.viewDir));
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _RimLightPower_var), RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(poiMesh.normals[0], poiLight.direction) + 0.5;
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + Tweak_LightDirection_MaskLevel)))), LightDirection_MaskOn);
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, Ap_RimLight_Power)));
float3 ApRimColor = float3(poiThemeColor(poiMods, Ap_RimLightColor.rgb, RimApColorThemeIndex));
float3 _RimLight_var = (saturate((Set_RimLightMask_var + Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(ApRimColor, (ApRimColor * poiLight.directColor), Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _ApRimLightPower_var), Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + Tweak_LightDirection_MaskLevel))))), Add_Antipodean_RimLight));
UNITY_BRANCH
if (RimHueShiftEnabled)
{
_RimLight_var = hueShift(_RimLight_var, RimHueShift + _Time.x * RimHueShiftSpeed);
}
poiFragData.baseColor += _RimLight_var;
if(RimClamp)
{
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
}
#endif
#if defined(_RIMSTYLE_LILTOON) || defined(_RIM2STYLE_LILTOON)
void ApplyLiltoonRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float4 RimColor, float4 RimIndirColor, float4 RimColorTex, float RimMainStrength, float RimNormalStrength, float RimDirRange, float RimIndirRange, float RimFresnelPower, float RimBackfaceMask, float RimDirStrength, float RimBorder, float RimBlur, float RimIndirBorder, float RimIndirBlur, float RimShadowMask, float RimEnableLighting, float RimVRParallaxStrength, float RimGlobalMask, float RimGlobalMaskBlendType, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimClamp)
{
if (RimGlobalMask > 0)
{
RimColorTex.a = customBlend(RimColorTex.a, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
}
float4 rimColor = RimColor;
float4 rimIndirColor = RimIndirColor;
rimColor *= RimColorTex;
rimIndirColor *= RimColorTex;
if (RimHueShiftEnabled)
{
rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
rimIndirColor.rgb = hueShift(rimIndirColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
}
rimColor.rgb = lerp(rimColor.rgb, rimColor.rgb * poiFragData.baseColor, RimMainStrength);
// View direction
float3 centerViewDir = !IsOrthographicCamera() ? normalize(getCameraPosition() - poiMesh.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
float3 viewDir = lerp(centerViewDir, poiCam.viewDir, RimVRParallaxStrength);
// Normal
float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], RimNormalStrength);
float nvabs = abs(dot(normal, viewDir));
// Factor
float lnRaw = dot(poiLight.direction, normal) * 0.5 + 0.5;
float lnDir = saturate((lnRaw + RimDirRange) / (1.0 + RimDirRange));
float lnIndir = saturate((1.0-lnRaw + RimIndirRange) / (1.0 + RimIndirRange));
float rim = pow(saturate(1.0 - nvabs), RimFresnelPower);
rim = !poiMesh.isFrontFace && RimBackfaceMask ? 0.0 : rim;
float rimDir = lerp(rim, rim * lnDir, RimDirStrength);
float rimIndir = rim * lnIndir * RimDirStrength;
rimDir = poiEdgeLinear(rimDir, RimBorder, RimBlur);
rimIndir = poiEdgeLinear(rimIndir, RimIndirBorder, RimIndirBlur);
rimDir = lerp(rimDir, rimDir * poiLight.rampedLightMap, RimShadowMask);
rimIndir = lerp(rimIndir, rimIndir * poiLight.rampedLightMap, RimShadowMask);
// Blend
float3 rimSum = rimDir * rimColor.a * rimColor.rgb + rimIndir * rimIndirColor.a * rimIndirColor.rgb;
poiFragData.baseColor += rimSum * RimEnableLighting;
poiFragData.emission += rimSum * (1-RimEnableLighting);
if(RimClamp)
{
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
}
#endif
#endif
//endex
//ifex _EnableDepthRimLighting==0
#ifdef _POI_DEPTH_RIMLIGHT
float PositivePow(float base, float power)
{
return pow(max(abs(base), Epsilon), power);
}
float GetScaleWithHight()
{
return _ScreenParams.y / 1080;
}
float GetSSRimScale(float z)
{
float w = (1.0 / (PositivePow(z + saturate(UNITY_MATRIX_P._m00), 1.5) + 0.75)) * GetScaleWithHight();
w *= lerp(1, UNITY_MATRIX_P._m00, 0.60 * saturate(0.25 * z * z));
return w < 0.01 ? 0 : w;
}
void ApplyDepthRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiLight poiLight, in PoiMods poiMods)
{
float rim = 0;
float perspectiveDivide = 1.0f / poiCam.clipPos.w;
float4 direction = poiCam.worldDirection * perspectiveDivide;
float2 screenPos = poiCam.grabPos.xy * perspectiveDivide;
float z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenPos);
#if UNITY_REVERSED_Z
if (z == 0) return;
#else
if (z == 1) return;
#endif
float depth = CorrectedLinearEyeDepth(z, direction.w);
switch(_DepthRimType)
{
case 0:
{
float3 viewPos = UnityObjectToViewPos(poiMesh.localPos);
float3 viewDir = normalize(viewPos);
float3 viewNorm = mul((float3x3)UNITY_MATRIX_V, poiMesh.normals[_DepthRimNormalToUse]);
float3 viewCrossNorm = cross(viewDir, viewNorm);
float2 N_View = normalize(float2(-viewCrossNorm.y, viewCrossNorm.x));
float3 viewLight = mul((float3x3)UNITY_MATRIX_V, poiLight.direction);
float3 viewCrossLight = cross(viewDir, viewLight);
float2 L_View = normalize(float2(-viewCrossLight.y, viewCrossLight.x));
//float lDotN = saturate(poiLight.nDotL + _RimLightLength);
float scale = _DepthRimWidth * GetSSRimScale(depth);
float2 ssUV1 = clamp(screenPos + N_View * .1 * scale, 0, _ScreenParams.xy - 1);
float depthDiff = z - SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssUV1) ;
rim = smoothstep(0.24 * _DepthRimSharpness * z, 0.25 * z, depthDiff);
rim *= lerp(1, (dot(L_View, N_View) > 0), _DepthRimHideInShadow);
}
break;
case 1:
{
//float lDotN = saturate(poiLight.nDotL + _RimLightLength);
float scale = _DepthRimWidth * GetSSRimScale(depth);
float depthDiff = 0;
for (int i = 0; i < 9; i++)
{
float2 ssUV1 = clamp(screenPos + sobelSamplePoints[i] * .1 * scale, 0, _ScreenParams.xy - 1);
depthDiff = max(depthDiff, z - SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssUV1));
}
rim = smoothstep(0.24 * _DepthRimSharpness * z, 0.25 * z, depthDiff);
rim *= lerp(1, lerp(poiLight.vertexNDotL > 0, poiLight.nDotL > 0, _DepthRimNormalToUse), _DepthRimHideInShadow);
}
break;
}
float3 rimColor = poiThemeColor(poiMods, _DepthRimColor.rgb, _DepthRimColorThemeIndex).rgb * lerp(1, poiLight.directColor, _DepthRimMixLightColor) * lerp(1, poiFragData.baseColor, _DepthRimMixBaseColor) * _DepthRimBrightness;
poiLight.finalLightAdd += rim * rimColor * _DepthRimAdditiveLighting;
poiFragData.emission += rim * rimColor * _DepthRimEmission;
poiFragData.baseColor = lerp(poiFragData.baseColor, rimColor, rim * _DepthRimReplace);
poiFragData.baseColor += rim * rimColor * _DepthRimAdd;
poiFragData.baseColor *= lerp(1, rimColor, rim * _DepthRimMultiply);
}
#endif
//endex
//ifex _GlitterEnable==0
#ifdef _SUNDISK_SIMPLE
float3 RandomColorFromPoint(float2 rando)
{
fixed hue = random2(rando.x + rando.y).x;
fixed saturation = lerp(_GlitterMinMaxSaturation.x, _GlitterMinMaxSaturation.y, rando.x);
fixed value = lerp(_GlitterMinMaxBrightness.x, _GlitterMinMaxBrightness.y, rando.y);
float3 hsv = float3(hue, saturation, value);
return HSVtoRGB(hsv);
}
void applyGlitter(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods)
{
// Scale
float2 st = frac(poiMesh.uv[_GlitterUV] + _GlitterUVPanning.xy * _Time.x) * _GlitterFrequency;
// Tile the space
float2 i_st = floor(st);
float2 f_st = frac(st);
float m_dist = 10.; // minimun distance
float2 m_point = 0; // minimum point
float2 randoPoint = 0;
float2 dank;
for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++)
{
float2 neighbor = float2(i, j);
float2 pos = random2(i_st + neighbor);
float2 rando = pos;
pos = 0.5 + 0.5 * sin(_GlitterJitter * 6.2831 * pos);
float2 diff = neighbor + pos - f_st;
float dist = length(diff);
if (dist < m_dist)
{
dank = diff;
m_dist = dist;
m_point = pos;
randoPoint = rando;
}
}
}
float randomFromPoint = random(randoPoint);
float size = _GlitterSize;
UNITY_BRANCH
if (_GlitterRandomSize)
{
size = remapClamped(0, 1, randomFromPoint, _GlitterMinMaxSize.x, _GlitterMinMaxSize.y);
}
// Assign a color using the closest point position
//color += dot(m_point, float2(.3, .6));
// Add distance field to closest point center
// color.g = m_dist;
// Show isolines
//color -= abs(sin(40.0 * m_dist)) * 0.07;
// Draw cell center
half glitterAlpha = 1;
switch(_GlitterShape)
{
case 0: //circle
glitterAlpha = saturate((size - m_dist) / clamp(fwidth(m_dist), 0.0001, 1.0));
break;
case 1: //sqaure
float jaggyFix = pow(poiCam.distanceToVert, 2) * _GlitterJaggyFix;
UNITY_BRANCH
if (_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0)
{
float2 center = float2(0, 0);
float randomBoy = 0;
UNITY_BRANCH
if (_GlitterRandomRotation)
{
randomBoy = random(randoPoint);
}
float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
float cs = cos(theta);
float sn = sin(theta);
dank = float2((dank.x - center.x) * cs - (dank.y - center.y) * sn + center.x, (dank.x - center.x) * sn + (dank.y - center.y) * cs + center.y);
glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
}
else
{
glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
}
break;
}
float3 finalGlitter = 0;
half3 glitterColor = poiThemeColor(poiMods, _GlitterColor, _GlitterColorThemeIndex);
float3 norm = lerp(poiMesh.normals[0], poiMesh.normals[1], _GlitterUseNormals);
float3 randomRotation = 0;
switch(_GlitterMode)
{
case 0:
UNITY_BRANCH
if (_GlitterSpeed > 0)
{
randomRotation = randomFloat3WiggleRange(randoPoint, _GlitterAngleRange, _GlitterSpeed);
}
else
{
randomRotation = randomFloat3Range(randoPoint, _GlitterAngleRange);
}
float3 glitterReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
finalGlitter = lerp(0, _GlitterMinBrightness * glitterAlpha, glitterAlpha) + max(pow(saturate(dot(lerp(glitterReflectionDirection, poiCam.viewDir, _GlitterBias), poiCam.viewDir)), _GlitterContrast), 0);
finalGlitter *= glitterAlpha;
break;
case 1:
float offset = random(randoPoint);
float brightness = sin((_Time.x + offset) * _GlitterSpeed) * _glitterFrequencyLinearEmissive - (_glitterFrequencyLinearEmissive - 1);
finalGlitter = max(_GlitterMinBrightness * glitterAlpha, brightness * glitterAlpha * smoothstep(0, 1, 1 - m_dist * _GlitterCenterSize * 10));
break;
case 2:
if (_GlitterSpeed > 0)
{
randomRotation = randomFloat3WiggleRange(randoPoint, _GlitterAngleRange, _GlitterSpeed);
}
else
{
randomRotation = randomFloat3Range(randoPoint, _GlitterAngleRange);
}
float3 glitterLightReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
#ifdef POI_PASS_ADD
glitterAlpha *= poiLight.nDotLSaturated * poiLight.attenuation;
#endif
#ifdef UNITY_PASS_FORWARDBASE
glitterAlpha *= poiLight.nDotLSaturated;
#endif
float3 halfDir = normalize(poiLight.direction + poiCam.viewDir);
float specAngle = max(dot(halfDir, glitterLightReflectionDirection), 0.0);
finalGlitter = lerp(0, _GlitterMinBrightness * glitterAlpha, glitterAlpha) + max(pow(specAngle, _GlitterContrast), 0);
glitterColor *= poiLight.directColor;
finalGlitter *= glitterAlpha;
break;
}
glitterColor *= lerp(1, poiFragData.baseColor, _GlitterUseSurfaceColor);
#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
glitterColor *= POI2D_SAMPLER_PAN(_GlitterColorMap, _MainTex, poiUV(poiMesh.uv[_GlitterColorMapUV], _GlitterColorMap_ST), _GlitterColorMapPan).rgb;
#endif
float2 uv = remapClamped(-size, size, dank, 0, 1);
UNITY_BRANCH
if (_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0 && !_GlitterShape)
{
float2 fakeUVCenter = float2(.5, .5);
float randomBoy = 0;
UNITY_BRANCH
if (_GlitterRandomRotation)
{
randomBoy = random(randoPoint);
}
float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - fakeUVCenter.x) * cs - (uv.y - fakeUVCenter.y) * sn + fakeUVCenter.x, (uv.x - fakeUVCenter.x) * sn + (uv.y - fakeUVCenter.y) * cs + fakeUVCenter.y);
}
#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 glitterTexture = POI2D_SAMPLER_PAN(_GlitterTexture, _MainTex, poiUV(uv, _GlitterTexture_ST), _GlitterTexturePan);
#else
float4 glitterTexture = 1;
#endif
//float4 glitterTexture = _GlitterTexture.SampleGrad(sampler_MainTex, frac(uv), ddx(uv), ddy(uv));
glitterColor *= glitterTexture.rgb;
#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
float glitterMask = POI2D_SAMPLER_PAN(_GlitterMask, _MainTex, poiUV(poiMesh.uv[_GlitterMaskUV], _GlitterMask_ST), _GlitterMaskPan)[_GlitterMaskChannel];
#else
float glitterMask = 1;
#endif
glitterMask *= lerp(1, poiLight.rampedLightMap, _GlitterHideInShadow);
if (_GlitterMaskGlobalMask > 0)
{
glitterMask = customBlend(glitterMask, poiMods.globalMask[_GlitterMaskGlobalMask - 1], _GlitterMaskGlobalMaskBlendType);
}
if (_GlitterRandomColors)
{
glitterColor *= RandomColorFromPoint(random2(randoPoint.x + randoPoint.y));
}
UNITY_BRANCH
if (_GlitterHueShiftEnabled)
{
glitterColor.rgb = hueShift(glitterColor.rgb, _GlitterHueShift + _Time.x * _GlitterHueShiftSpeed);
}
UNITY_BRANCH
if (_GlitterBlendType == 1)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, finalGlitter * glitterColor * _GlitterBrightness, finalGlitter * glitterTexture.a * glitterMask);
poiFragData.emission += finalGlitter * glitterColor * max(0, (_GlitterBrightness - 1) * glitterTexture.a) * glitterMask;
}
else
{
poiFragData.emission += finalGlitter * glitterColor * _GlitterBrightness * glitterTexture.a * glitterMask;
}
}
#endif
//endex
//ifex _SubsurfaceScattering==0
#ifdef POI_SUBSURFACESCATTERING
void applySubsurfaceScattering(in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh)
{
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
float SSS = 1 - POI2D_SAMPLER_PAN(_SSSThicknessMap, _MainTex, poiUV(poiMesh.uv[_SSSThicknessMapUV], _SSSThicknessMap_ST), _SSSThicknessMapPan)[_SSSThicknessMapChannel];
#else
float SSS = 1;
#endif
float3 vLTLight = poiLight.direction + poiMesh.normals[0] * _SSSDistortion;
float flTDot = pow(saturate(dot(poiCam.viewDir, -vLTLight)), _SSSSpread) * _SSSStrength;
#ifdef UNITY_PASS_FORWARDBASE
float3 fLT = (flTDot) * saturate(SSS + - 1 * _SSSThicknessMod);
#else
float3 fLT = poiLight.additiveShadow * (flTDot) * saturate(SSS + - 1 * _SSSThicknessMod);
#endif
poiLight.finalLightAdd += fLT * poiLight.directColor * _SSSColor * poiLight.attenuation;
}
#endif
//endex
//ifex _MochieBRDF==0 && _ClearCoatBRDF==0
#if defined(MOCHIE_PBR) || defined(POI_CLEARCOAT)
/*
* Copyright 2022 orels1
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
// https://github.com/orels1/orels-Unity-Shaders
float GSAA_Filament(float3 worldNormal, float perceptualRoughness, float gsaaVariance, float gsaaThreshold)
{
// Kaplanyan 2016, "Stable specular highlights"
// Tokuyoshi 2017, "Error Reduction and Simplification for Shading Anti-Aliasing"
// Tokuyoshi and Kaplanyan 2019, "Improved Geometric Specular Antialiasing"
// This implementation is meant for deferred rendering in the original paper but
// we use it in forward rendering as well (as discussed in Tokuyoshi and Kaplanyan
// 2019). The main reason is that the forward version requires an expensive transform
// of the float vector by the tangent frame for every light. This is therefore an
// approximation but it works well enough for our needs and provides an improvement
// over our original implementation based on Vlachos 2015, "Advanced VR Rendering".
float3 du = ddx(worldNormal);
float3 dv = ddy(worldNormal);
float variance = gsaaVariance * (dot(du, du) + dot(dv, dv));
float roughness = perceptualRoughness * perceptualRoughness;
float kernelRoughness = min(2.0 * variance, gsaaThreshold);
float squareRoughness = saturate(roughness * roughness + kernelRoughness);
return sqrt(sqrt(squareRoughness));
}
/*
MIT END
*/
bool SceneHasReflections()
{
float width, height;
unity_SpecCube0.GetDimensions(width, height);
return !(width * height < 2);
}
float3 GetWorldReflections(float3 reflDir, float3 worldPos, float roughness)
{
float3 baseReflDir = reflDir;
reflDir = BoxProjection(reflDir, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
float4 envSample0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflDir, roughness * UNITY_SPECCUBE_LOD_STEPS);
float3 p0 = DecodeHDR(envSample0, unity_SpecCube0_HDR);
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999)
{
float3 refDirBlend = BoxProjection(baseReflDir, worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax);
float4 envSample1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, refDirBlend, roughness * UNITY_SPECCUBE_LOD_STEPS);
float3 p1 = DecodeHDR(envSample1, unity_SpecCube1_HDR);
p0 = lerp(p1, p0, interpolator);
}
return p0;
}
float3 GetReflections(in PoiCam poiCam, in PoiLight pl, in PoiMesh poiMesh, float roughness, float ForceFallback, float LightFallback, samplerCUBE reflectionCube, float4 hdrData, float3 reflectionDir)
{
float3 reflections = 0;
float3 lighting = pl.finalLighting;
if (ForceFallback == 0)
{
UNITY_BRANCH
if (SceneHasReflections())
{
#ifdef UNITY_PASS_FORWARDBASE
reflections = GetWorldReflections(reflectionDir, poiMesh.worldPos.xyz, roughness);
#endif
}
else
{
#ifdef UNITY_PASS_FORWARDBASE
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * lerp(1, pl.finalLighting, LightFallback);
#endif
#ifdef POI_PASS_ADD
if (LightFallback)
{
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * pl.finalLighting;
}
#endif
}
}
else
{
#ifdef UNITY_PASS_FORWARDBASE
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * lerp(1, pl.finalLighting, LightFallback);
#endif
#ifdef POI_PASS_ADD
if (LightFallback)
{
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * pl.finalLighting;
}
#endif
}
reflections *= pl.occlusion;
return reflections;
}
float GetGGXTerm(float nDotL, float nDotV, float nDotH, float roughness)
{
float visibilityTerm = 0;
if (nDotL > 0)
{
float rough = roughness;
float rough2 = roughness * roughness;
float lambdaV = nDotL * (nDotV * (1 - rough) + rough);
float lambdaL = nDotV * (nDotL * (1 - rough) + rough);
visibilityTerm = 0.5f / (lambdaV + lambdaL + 1e-5f);
float d = (nDotH * rough2 - nDotH) * nDotH + 1.0f;
float dotTerm = UNITY_INV_PI * rough2 / (d * d + 1e-7f);
visibilityTerm *= dotTerm * UNITY_PI;
}
return visibilityTerm;
}
void GetSpecFresTerm(float nDotL, float nDotV, float nDotH, float lDotH, inout float3 specularTerm, inout float3 fresnelTerm, float3 specCol, float roughness)
{
specularTerm = GetGGXTerm(nDotL, nDotV, nDotH, roughness);
fresnelTerm = FresnelTerm(specCol, lDotH);
specularTerm = max(0, specularTerm * max(0.00001, nDotL));
}
float GetRoughness(float smoothness)
{
float rough = 1 - smoothness;
rough *= 1.7 - 0.7 * rough;
return rough;
}
#endif
//endex
//ifex _MochieBRDF==0
#ifdef MOCHIE_PBR
void MochieBRDF(inout PoiFragData poiFragData, in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh, in PoiMods poiMods)
{
float smoothness = _MochieRoughnessMultiplier;
float smoothness2 = _MochieRoughnessMultiplier2;
float metallic = _MochieMetallicMultiplier;
float specularMask = 1;
float reflectionMask = 1;
#if defined(PROP_MOCHIEMETALLICMAPS) || !defined(OPTIMIZER_ENABLED)
float4 PBRMaps = POI2D_SAMPLER_PAN_STOCHASTIC(_MochieMetallicMaps, _MainTex, poiUV(poiMesh.uv[_MochieMetallicMapsUV], _MochieMetallicMaps_ST), _MochieMetallicMapsPan, _MochieMetallicMapsStochastic);
UNITY_BRANCH
if (_PBRSplitMaskSample)
{
float4 PBRSplitMask = POI2D_SAMPLER_PAN_STOCHASTIC(_MochieMetallicMaps, _MainTex, poiUV(poiMesh.uv[_MochieMetallicMasksUV], _PBRMaskScaleTiling), _MochieMetallicMasksPan.xy, _PBRSplitMaskStochastic);
assignValueToVectorFromIndex(PBRMaps, _MochieMetallicMapsReflectionMaskChannel, PBRSplitMask[_MochieMetallicMapsReflectionMaskChannel]);
assignValueToVectorFromIndex(PBRMaps, _MochieMetallicMapsSpecularMaskChannel, PBRSplitMask[_MochieMetallicMapsSpecularMaskChannel]);
}
metallic *= PBRMaps[_MochieMetallicMapsMetallicChannel];
smoothness = (smoothness * PBRMaps[_MochieMetallicMapsRoughnessChannel]);
smoothness2 = (smoothness2 * PBRMaps[_MochieMetallicMapsRoughnessChannel]);
reflectionMask *= PBRMaps[_MochieMetallicMapsReflectionMaskChannel];
specularMask *= PBRMaps[_MochieMetallicMapsSpecularMaskChannel];
#endif
reflectionMask *= _MochieReflectionStrength;
specularMask *= _MochieSpecularStrength;
if (_MochieSpecularMaskInvert)
{
specularMask = 1 - specularMask;
}
if (_MochieReflectionMaskInvert)
{
reflectionMask = 1 - reflectionMask;
}
if (_MochieReflectionStrengthGlobalMask > 0)
{
reflectionMask = customBlend(reflectionMask, poiMods.globalMask[_MochieReflectionStrengthGlobalMask-1], _MochieReflectionStrengthGlobalMaskBlendType);
}
if (_MochieSpecularStrengthGlobalMask > 0)
{
specularMask = customBlend(specularMask, poiMods.globalMask[_MochieSpecularStrengthGlobalMask-1], _MochieSpecularStrengthGlobalMaskBlendType);
}
#ifdef TPS_Penetrator
if (_BRDFTPSDepthEnabled)
{
reflectionMask = lerp(0, reflectionMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _BRDFTPSReflectionMaskStrength);
specularMask = lerp(0, specularMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _BRDFTPSSpecularMaskStrength);
}
#endif
if (_MochieRoughnessMapInvert)
{
smoothness = 1 - smoothness;
smoothness2 = 1 - smoothness2;
}
float roughness = GetRoughness(smoothness);
float roughness2 = GetRoughness(smoothness2);
if (_MochieMetallicMapInvert)
{
metallic = 1 - metallic;
}
float3 specCol = lerp(unity_ColorSpaceDielectricSpec.rgb, poiFragData.baseColor, metallic);
float omr = unity_ColorSpaceDielectricSpec.a - metallic * unity_ColorSpaceDielectricSpec.a;
float percepRough = 1 - smoothness;
float percepRough2 = 1 - smoothness2;
UNITY_BRANCH
if (_MochieGSAAEnabled)
{
percepRough = GSAA_Filament(poiMesh.normals[_PBRNormalSelect], percepRough, _PoiGSAAVariance, _PoiGSAAThreshold);
if (_Specular2ndLayer == 1 && _MochieSpecularStrength2 > 0)
{
percepRough2 = GSAA_Filament(poiMesh.normals[_PBRNormalSelect], percepRough2, _PoiGSAAVariance, _PoiGSAAThreshold);
}
}
float brdfRoughness = percepRough * percepRough;
brdfRoughness = max(brdfRoughness, 0.002);
float brdfRoughness2 = percepRough2 * percepRough2;
brdfRoughness2 = max(brdfRoughness2, 0.002);
float3 diffuse = poiFragData.baseColor;
float3 specular = 0;
float3 specular2 = 0;
float3 vSpecular = 0;
float3 vSpecular2 = 0;
float3 reflections = 0;
float3 environment = 0;
float attenuation = min(poiLight.nDotLSaturated, lerp(poiLight.attenuation, 1, _IgnoreCastedShadows));
#ifdef POI_PASS_ADD
attenuation *= lerp(poiLight.additiveShadow, 1, _IgnoreCastedShadows);
#endif
float3 fresnelTerm = 1;
float3 specularTerm = 1;
float pbrNDotL = lerp(poiLight.vertexNDotL, poiLight.nDotL, _PBRNormalSelect);
float pbrNDotV = lerp(poiLight.vertexNDotV, poiLight.nDotV, _PBRNormalSelect);
float pbrNDotH = lerp(poiLight.vertexNDotH, poiLight.nDotH, _PBRNormalSelect);
float3 pbrReflectionDir = lerp(poiCam.vertexReflectionDir, poiCam.reflectionDir, _PBRNormalSelect);
GetSpecFresTerm(pbrNDotL, pbrNDotV, pbrNDotH, poiLight.lDotH, specularTerm, fresnelTerm, specCol, brdfRoughness);
specular = poiLight.directColor * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * attenuation;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
fresnelTerm = 1;
specularTerm = 1;
float pbrVDotNL = lerp(poiLight.vertexVDotNL[index], poiLight.vDotNL[index], _PBRNormalSelect);
float pbrVDotNH = lerp(poiLight.vertexVDotNH[index], poiLight.vDotNH[index], _PBRNormalSelect);
GetSpecFresTerm(pbrVDotNL, pbrNDotV, pbrVDotNH, poiLight.vDotLH[index], specularTerm, fresnelTerm, specCol, brdfRoughness);
vSpecular += poiLight.vColor[index] * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * poiLight.vAttenuation[index];
}
#endif
if (_Specular2ndLayer == 1)
{
float3 fresnelTerm = 1;
float3 specularTerm = 1;
GetSpecFresTerm(pbrNDotL, pbrNDotV, pbrNDotH, poiLight.lDotH, specularTerm, fresnelTerm, specCol, brdfRoughness2);
specular2 = poiLight.directColor * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * attenuation * _MochieSpecularStrength2;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
fresnelTerm = 1;
specularTerm = 1;
float pbrVDotNL = lerp(poiLight.vertexVDotNL[index], poiLight.vDotNL[index], _PBRNormalSelect);
float pbrVDotNH = lerp(poiLight.vertexVDotNH[index], poiLight.vDotNH[index], _PBRNormalSelect);
GetSpecFresTerm(pbrVDotNL, pbrNDotV, pbrVDotNH, poiLight.vDotLH[index], specularTerm, fresnelTerm, specCol, brdfRoughness2);
vSpecular2 += poiLight.vColor[index] * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * poiLight.vAttenuation[index] * _MochieSpecularStrength2;
}
#endif
}
float surfaceReduction = (1.0 / (brdfRoughness * brdfRoughness + 1.0));
float grazingTerm = saturate(smoothness + (1 - omr));
float3 reflCol = GetReflections(poiCam, poiLight, poiMesh, roughness, _MochieForceFallback, _MochieLitFallback, _MochieReflCube, _MochieReflCube_HDR, pbrReflectionDir);
reflections = surfaceReduction * reflCol * lerp(1, FresnelLerp(specCol, grazingTerm, pbrNDotV), _RefSpecFresnel);
reflections *= poiThemeColor(poiMods, _MochieReflectionTint, _MochieReflectionTintThemeIndex);
reflections *= reflectionMask;
#ifdef POI_PASS_ADD
reflections *= poiLight.attenuation;
#endif
diffuse = lerp(diffuse, diffuse * omr, reflectionMask);
environment = max(specular + vSpecular, specular2 + vSpecular2);
environment += reflections;
diffuse *= poiLight.finalLighting;
poiFragData.finalColor = diffuse;
poiLight.finalLightAdd += environment;
}
#endif
//endex
//ifex _ClearCoatBRDF==0
#ifdef POI_CLEARCOAT
void poiClearCoat(inout PoiFragData poiFragData, in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh, in PoiMods poiMods)
{
float clearCoatMask = _ClearCoatStrength;
float smoothness = _ClearCoatSmoothness;
float reflectionMask = 1;
float specularMask = 1;
#if defined(PROP_CLEARCOATMAPS) || !defined(OPTIMIZER_ENABLED)
float4 PBRMaps = POI2D_SAMPLER_PAN_STOCHASTIC(_ClearCoatMaps, _MainTex, poiUV(poiMesh.uv[_ClearCoatMapsUV], _ClearCoatMaps_ST), _ClearCoatMapsPan, _ClearCoatMapsStochastic);
clearCoatMask *= PBRMaps.r;
smoothness *= PBRMaps.g;
reflectionMask *= PBRMaps.b;
specularMask *= PBRMaps.a;
#endif
specularMask *= _ClearCoatSpecularStrength;
reflectionMask *= _ClearCoatReflectionStrength;
if (_ClearCoatMaskInvert)
{
clearCoatMask = 1 - clearCoatMask;
}
#ifdef TPS_Penetrator
if (_ClearCoatTPSDepthMaskEnabled)
{
clearCoatMask = lerp(0, clearCoatMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _ClearCoatTPSMaskStrength);
}
#endif
if (_ClearCoatSmoothnessMapInvert)
{
smoothness = 1 - smoothness;
}
if (_ClearCoatReflectionMaskInvert)
{
reflectionMask = 1 - reflectionMask;
}
if (_ClearCoatSpecularMaskInvert)
{
specularMask = 1 - specularMask;
}
if (_ClearCoatReflectionStrengthGlobalMask > 0)
{
reflectionMask = customBlend(reflectionMask, poiMods.globalMask[_ClearCoatReflectionStrengthGlobalMask-1], _ClearCoatReflectionStrengthGlobalMaskBlendType);
}
if (_ClearCoatSpecularStrengthGlobalMask > 0)
{
specularMask = customBlend(specularMask, poiMods.globalMask[_ClearCoatSpecularStrengthGlobalMask-1], _ClearCoatSpecularStrengthGlobalMaskBlendType);
}
float roughness = GetRoughness(smoothness);
float3 specCol = 0.220916301;
float omr = unity_ColorSpaceDielectricSpec.a;
float percepRough = 1 - smoothness;
UNITY_BRANCH
if (_ClearCoatGSAAEnabled)
{
percepRough = GSAA_Filament(poiMesh.normals[_ClearCoatNormalSelect], percepRough, _ClearCoatGSAAVariance, _ClearCoatGSAAThreshold);
}
float brdfRoughness = percepRough * percepRough;
brdfRoughness = max(brdfRoughness, 0.002);
float3 diffuse = 0;
float3 specular = 0;
float3 vSpecular = 0;
float3 reflections = 0;
float3 environment = 0;
float attenuation = min(poiLight.nDotLSaturated, lerp(poiLight.attenuation, 1, _CCIgnoreCastedShadows));
float3 fresnelTerm = 1;
float3 specularTerm = 1;
float clearcoatNDotL = lerp(poiLight.vertexNDotL, poiLight.nDotL, _ClearCoatNormalSelect);
float clearcoatNDotV = lerp(poiLight.vertexNDotV, poiLight.nDotV, _ClearCoatNormalSelect);
float clearcoatNDotH = lerp(poiLight.vertexNDotH, poiLight.nDotH, _ClearCoatNormalSelect);
float3 clearcoatReflectionDir = lerp(poiCam.vertexReflectionDir, poiCam.reflectionDir, _ClearCoatNormalSelect);
GetSpecFresTerm(clearcoatNDotL, clearcoatNDotV, clearcoatNDotH, poiLight.lDotH, specularTerm, fresnelTerm, specCol, brdfRoughness);
specular = poiLight.directColor * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _ClearCoatSpecularTint, _ClearCoatSpecularTintThemeIndex) * poiLight.occlusion * attenuation;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
fresnelTerm = 1;
specularTerm = 1;
float clearcoatVDotNL = lerp(poiLight.vertexVDotNL[index], poiLight.vDotNL[index], _ClearCoatNormalSelect);
float clearcoatVDotNH = lerp(poiLight.vertexVDotNH[index], poiLight.vDotNH[index], _ClearCoatNormalSelect);
GetSpecFresTerm(clearcoatVDotNL, clearcoatNDotV, clearcoatVDotNH, poiLight.vDotLH[index], specularTerm, fresnelTerm, specCol, brdfRoughness);
vSpecular += poiLight.vColor[index] * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _ClearCoatSpecularTint, _ClearCoatSpecularTintThemeIndex) * poiLight.occlusion * poiLight.vAttenuation[index];
}
#endif
float surfaceReduction = (1.0 / (brdfRoughness * brdfRoughness + 1.0));
float grazingTerm = saturate(smoothness + (1 - omr));
float3 reflCol = GetReflections(poiCam, poiLight, poiMesh, roughness, _ClearCoatForceFallback, _ClearCoatLitFallback, _ClearCoatFallback, _ClearCoatFallback_HDR, clearcoatReflectionDir);
reflections = surfaceReduction * reflCol * lerp(1, FresnelLerp(specCol, grazingTerm, clearcoatNDotV), _ClearcoatFresnel);
reflections *= poiThemeColor(poiMods, _ClearCoatReflectionTint, _ClearCoatReflectionTintThemeIndex) * reflectionMask;
#ifdef POI_PASS_ADD
reflections *= poiLight.attenuation;
#endif
diffuse = lerp(diffuse, diffuse * omr, reflectionMask);
environment = specular + vSpecular;
#ifdef UNITY_PASS_FORWARDBASE
environment += reflections;
#endif
//diffuse *= poiLight.finalLighting;
diffuse += environment;
poiLight.finalLightAdd += saturate(diffuse * clearCoatMask);
}
#endif
//endex
//ifex _EnableEnvironmentalRim==0
#ifdef POI_ENVIRORIM
void applyEnvironmentRim(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
{
float enviroRimAlpha = saturate(1 - smoothstep(min(_RimEnviroSharpness, _RimEnviroWidth), _RimEnviroWidth, poiCam.vDotN));
_RimEnviroBlur *= 1.7 - 0.7 * _RimEnviroBlur;
float3 enviroRimColor = 0;
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999)
{
//Probe 1
float4 reflectionData0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor0 = DecodeHDR(reflectionData0, unity_SpecCube0_HDR);
//Probe 2
float4 reflectionData1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor1 = DecodeHDR(reflectionData1, unity_SpecCube1_HDR);
enviroRimColor = lerp(reflectionColor1, reflectionColor0, interpolator);
}
else
{
float4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
enviroRimColor = DecodeHDR(reflectionData, unity_SpecCube0_HDR);
}
half enviroMask = 1;
#if defined(PROP_RIMENVIROMASK) || !defined(OPTIMIZER_ENABLED)
enviroMask = POI2D_SAMPLER_PAN(_RimEnviroMask, _MainTex, poiMesh.uv[_RimEnviroMaskUV], _RimEnviroMaskPan)[_RimEnviroChannel];
#endif
float3 envRimCol = lerp(0, max(0, (enviroRimColor - _RimEnviroMinBrightness) * poiFragData.baseColor), enviroRimAlpha).rgb * enviroMask * _RimEnviroIntensity;
poiFragData.finalColor += envRimCol;
}
#endif
//endex
//ifex _StylizedSpecular==0
#ifdef POI_STYLIZED_StylizedSpecular
void stylizedSpecular(inout PoiFragData poiFragData, in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh, in PoiMods poiMods)
{
float specArea = 0.5 * poiLight.nDotH + 0.5;
#if defined(PROP_HIGHCOLOR_TEX) || !defined(OPTIMIZER_ENABLED)
float3 specularMap = POI2D_SAMPLER_PAN(_HighColor_Tex, _MainTex, poiUV(poiMesh.uv[_HighColor_TexUV], _HighColor_Tex_ST), _HighColor_TexPan);
#else
float3 specularMap = 1;
#endif
// Spec 1
float specMask1 = 0;
float specMask2 = 0;
if (_Is_SpecularToHighColor)
{
specMask1 += pow(specArea, exp2(lerp(11, 1, _HighColor_Power))) * _Layer1Strength;
specMask2 += pow(specArea, exp2(lerp(11, 1, _Layer2Size))) * _Layer2Strength;
}
else
{
specMask1 += poiEdgeNonLinear(specArea, (1.0 - pow(_HighColor_Power, 5)), _StylizedSpecularFeather) * _Layer1Strength;
specMask2 += poiEdgeNonLinear(specArea, (1.0 - pow(_Layer2Size, 5)), _StylizedSpecular2Feather) * _Layer2Strength;
}
#if defined(PROP_SET_HIGHCOLORMASK) || !defined(OPTIMIZER_ENABLED)
float specularMask = POI2D_SAMPLER_PAN(_Set_HighColorMask, _MainTex, poiUV(poiMesh.uv[_Set_HighColorMaskUV], _Set_HighColorMask_ST), _Set_HighColorMaskPan)[_Set_HighColorMaskChannel];
#else
float specularMask = 1;
#endif
specularMask = saturate(specularMask + _Tweak_HighColorMaskLevel);
float specMask = saturate(specMask1 + specMask2) * specularMask * poiLight.rampedLightMap;
float attenuation = min(poiLight.nDotLSaturated, lerp(poiLight.attenuation, 1, _SSIgnoreCastedShadows));
#ifdef POI_PASS_ADD
attenuation *= lerp(poiLight.additiveShadow, 1, _SSIgnoreCastedShadows);
#endif
if (_Is_BlendAddToHiColor == 1)
{
poiLight.finalLightAdd += max(0, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex) * lerp(1, poiLight.directColor, _UseLightColor) * specMask * poiLight.occlusion * attenuation * _StylizedSpecularStrength);
}
else
{
poiFragData.baseColor = lerp(poiFragData.baseColor, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex) * lerp(1, poiLight.directColor, _UseLightColor), saturate(specMask * poiLight.occlusion * attenuation * _StylizedSpecularStrength));
}
//poiFragData.baseColor = _StylizedSpecularStrength;
float3 vSpecMask = 0;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
specArea = 0.5 * poiLight.vDotNH[index] + 0.5;
if (_Is_SpecularToHighColor)
{
vSpecMask = pow(specArea, exp2(lerp(11, 1, _HighColor_Power))) * _Layer1Strength * poiLight.vAttenuation * poiLight.vColor[index];
vSpecMask = max(vSpecMask, pow(specArea, exp2(lerp(11, 1, _Layer2Size))) * _Layer2Strength * poiLight.vAttenuation * poiLight.vColor[index]);
}
else
{
vSpecMask = poiEdgeNonLinear(specArea, (1.0 - pow(_HighColor_Power, 5)), _StylizedSpecularFeather) * _Layer1Strength * poiLight.vAttenuation * poiLight.vColor[index];
vSpecMask = max(vSpecMask, poiEdgeNonLinear(specArea, (1.0 - pow(_Layer2Size, 5)), _StylizedSpecular2Feather) * _Layer2Strength * poiLight.vAttenuation * poiLight.vColor[index]);
}
}
vSpecMask *= specularMask;
if (_Is_BlendAddToHiColor == 1)
{
poiLight.finalLightAdd += max(0, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex) * vSpecMask * poiLight.occlusion * _StylizedSpecularStrength);
}
else
{
poiFragData.baseColor = lerp(poiFragData.baseColor, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex), saturate(vSpecMask * poiLight.occlusion * _StylizedSpecularStrength));
}
#endif
}
#endif
//endex
//ifex _EnablePathing==0
#ifdef POI_PATHING
void applyPathing(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float3 albedo = poiFragData.baseColor;
float3 pathEmission;
#if defined(PROP_PATHINGMAP) || !defined(OPTIMIZER_ENABLED)
float4 path = _PathingMap.Sample(SmpRepeatPoint, poiUV(poiMesh.uv[_PathingMapUV], _PathingMap_ST) + _PathingMapPan.xy * _Time.x);
#else
float4 path = float4(1, 1, 1, 1);
#endif
float4 PathColor[4];
half pathAudioLinkPathTimeOffsetBand[4] = {
0, 0, 0, 0
};
half2 pathAudioLinkTimeOffset[4] = {
half2(0, 0), half2(0, 0), half2(0, 0), half2(0, 0)
};
half pathAudioLinkPathWidthOffsetBand[4] = {
0, 0, 0, 0
};
half2 pathAudioLinkWidthOffset[4] = {
half2(0, 0), half2(0, 0), half2(0, 0), half2(0, 0)
};
PathColor[0] = _PathColorR;
PathColor[1] = _PathColorG;
PathColor[2] = _PathColorB;
PathColor[3] = _PathColorA;
// Combined data
if (_PathGradientType == 1)
{
path = (path.r + path.g + path.b + path.a) * .25;
}
#if defined(PROP_PATHINGCOLORMAP) || !defined(OPTIMIZER_ENABLED)
float4 pathColorMap = POI2D_SAMPLER_PAN(_PathingColorMap, _MainTex, poiUV(poiMesh.uv[_PathingColorMapUV], _PathingColorMap_ST), _PathingColorMapPan);
#else
float4 pathColorMap = float4(1, 1, 1, 1);
#endif
float4 pathAudioLinkEmission = 0;
float4 pathTime = 0;
float3 pathAlpha[4] = {
float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0)
};
#ifdef POI_AUDIOLINK
float4 chronoType = float4(_PathChronoTypeR, _PathChronoTypeG, _PathChronoTypeB, _PathChronoTypeA);
float4 chronoBand = float4(_PathChronoBandR, _PathChronoBandG, _PathChronoBandB, _PathChronoBandA);
float4 chronoSpeed = float4(_PathChronoSpeedR, _PathChronoSpeedG, _PathChronoSpeedB, _PathChronoSpeedA);
float4 autoCorrelator = float4(_PathALAutoCorrelatorR, _PathALAutoCorrelatorG, _PathALAutoCorrelatorB, _PathALAutoCorrelatorA);
float2 history[4] = {
float2(_PathALHistoryR, _PathALHistoryBandR), float2(_PathALHistoryG, _PathALHistoryBandG), float2(_PathALHistoryB, _PathALHistoryBandB), float2(_PathALHistoryA, _PathALHistoryBandA)
};
if (poiMods.audioLinkAvailable)
{
if (_PathALTimeOffset)
{
pathAudioLinkPathTimeOffsetBand[0] = _AudioLinkPathTimeOffsetBandR;
pathAudioLinkPathTimeOffsetBand[1] = _AudioLinkPathTimeOffsetBandG;
pathAudioLinkPathTimeOffsetBand[2] = _AudioLinkPathTimeOffsetBandB;
pathAudioLinkPathTimeOffsetBand[3] = _AudioLinkPathTimeOffsetBandA;
pathAudioLinkTimeOffset[0] = _AudioLinkPathTimeOffsetR.xy;
pathAudioLinkTimeOffset[1] = _AudioLinkPathTimeOffsetG.xy;
pathAudioLinkTimeOffset[2] = _AudioLinkPathTimeOffsetB.xy;
pathAudioLinkTimeOffset[3] = _AudioLinkPathTimeOffsetA.xy;
}
if (_PathALWidthOffset)
{
pathAudioLinkPathWidthOffsetBand[0] = _AudioLinkPathWidthOffsetBandR;
pathAudioLinkPathWidthOffsetBand[1] = _AudioLinkPathWidthOffsetBandG;
pathAudioLinkPathWidthOffsetBand[2] = _AudioLinkPathWidthOffsetBandB;
pathAudioLinkPathWidthOffsetBand[3] = _AudioLinkPathWidthOffsetBandA;
pathAudioLinkWidthOffset[0] = _AudioLinkPathWidthOffsetR.xy;
pathAudioLinkWidthOffset[1] = _AudioLinkPathWidthOffsetG.xy;
pathAudioLinkWidthOffset[2] = _AudioLinkPathWidthOffsetB.xy;
pathAudioLinkWidthOffset[3] = _AudioLinkPathWidthOffsetA.xy;
}
// Emission Offset
if (_PathALEmissionOffset)
{
pathAudioLinkEmission.r += lerp(_AudioLinkPathEmissionAddR.x, _AudioLinkPathEmissionAddR.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandR]);
pathAudioLinkEmission.g += lerp(_AudioLinkPathEmissionAddG.x, _AudioLinkPathEmissionAddG.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandG]);
pathAudioLinkEmission.b += lerp(_AudioLinkPathEmissionAddB.x, _AudioLinkPathEmissionAddB.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandB]);
pathAudioLinkEmission.a += lerp(_AudioLinkPathEmissionAddA.x, _AudioLinkPathEmissionAddA.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandA]);
}
if (_PathALCCR)
{
PathColor[0] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[0] * AUDIOLINK_WIDTH, 0));
}
if (_PathALCCG)
{
PathColor[1] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[1] * AUDIOLINK_WIDTH, 0));
}
if (_PathALCCB)
{
PathColor[2] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[2] * AUDIOLINK_WIDTH, 0));
}
if (_PathALCCA)
{
PathColor[3] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[3] * AUDIOLINK_WIDTH, 0));
}
}
#endif
[unroll]
for (int index = 0; index < 4; index++)
{
float timeOffset = 0;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
if (_PathALTimeOffset)
{
timeOffset += lerp(pathAudioLinkTimeOffset[index].x, pathAudioLinkTimeOffset[index].y, poiMods.audioLink[pathAudioLinkPathTimeOffsetBand[index]]);
}
if (_PathALChrono)
{
timeOffset += AudioLinkGetChronoTime(chronoType[index], chronoBand[index]) * chronoSpeed[index];
}
}
#endif
pathTime[index] = _PathTime[index] != -999.0f ? frac(_PathTime[index] + _PathOffset[index] + timeOffset) : frac(_Time.x * _PathSpeed[index] + _PathOffset[index] + timeOffset);
if (_PathSegments[index])
{
float pathSegments = abs(_PathSegments[index]);
pathTime = (ceil(pathTime * pathSegments) - .5) / pathSegments;
}
if (path[index])
{
// Cutting it in half because it goes out in both directions for now
half pathWidth = _PathWidth[index] * .5;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
if (_PathALWidthOffset)
{
pathWidth += lerp(pathAudioLinkWidthOffset[index].x, pathAudioLinkWidthOffset[index].y, poiMods.audioLink[pathAudioLinkPathWidthOffsetBand[index]]);
}
}
#endif
//fill
pathAlpha[index].x = pathTime[index] > path[index];
//path
pathAlpha[index].y = saturate((1 - abs(lerp(-pathWidth, 1 + pathWidth, pathTime[index]) - path[index])) - (1 - pathWidth)) * (1 / pathWidth);
//loop
pathAlpha[index].z = saturate((1 - distance(pathTime[index], path[index])) - (1 - pathWidth)) * (1 / pathWidth);
pathAlpha[index].z += saturate(distance(pathTime[index], path[index]) - (1 - pathWidth)) * (1 / pathWidth);
pathAlpha[index] = smoothstep(0, _PathSoftness[index] + .00001, pathAlpha[index]);
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
if (_PathALHistory && history[index].x)
{
pathAlpha[index] *= AudioLinkLerp(ALPASS_AUDIOLINK + float2(path[index] * AUDIOLINK_WIDTH, history[index].y)).r;
}
if (_PathALAutoCorrelator && autoCorrelator[index] != 0)
{
float autoCorrelatorUV = path[index];
if (autoCorrelator[index] == 2)
{
autoCorrelatorUV = abs(1. - path[index] * 2.);
}
pathAlpha[index] *= AudioLinkLerp(ALPASS_AUTOCORRELATOR + float2(autoCorrelatorUV * AUDIOLINK_WIDTH, 0)).r;
}
}
#endif
}
}
// Emission
pathEmission = 0;
pathEmission += pathAlpha[0][_PathTypeR] * poiThemeColor(poiMods, PathColor[0].rgb, _PathColorRThemeIndex) * (_PathEmissionStrength[0] + pathAudioLinkEmission.r);
pathEmission += pathAlpha[1][_PathTypeG] * poiThemeColor(poiMods, PathColor[1].rgb, _PathColorGThemeIndex) * (_PathEmissionStrength[1] + pathAudioLinkEmission.g);
pathEmission += pathAlpha[2][_PathTypeB] * poiThemeColor(poiMods, PathColor[2].rgb, _PathColorBThemeIndex) * (_PathEmissionStrength[2] + pathAudioLinkEmission.b);
pathEmission += pathAlpha[3][_PathTypeA] * poiThemeColor(poiMods, PathColor[3].rgb, _PathColorAThemeIndex) * (_PathEmissionStrength[3] + pathAudioLinkEmission.a);
pathEmission *= pathColorMap.rgb * pathColorMap.a;
float3 colorReplace = 0;
colorReplace = pathAlpha[0][_PathTypeR] * poiThemeColor(poiMods, PathColor[0].rgb, _PathColorRThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[0].a * pathAlpha[0][_PathTypeR]);
colorReplace = pathAlpha[1][_PathTypeG] * poiThemeColor(poiMods, PathColor[1].rgb, _PathColorGThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[1].a * pathAlpha[1][_PathTypeG]);
colorReplace = pathAlpha[2][_PathTypeB] * poiThemeColor(poiMods, PathColor[2].rgb, _PathColorBThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[2].a * pathAlpha[2][_PathTypeB]);
colorReplace = pathAlpha[3][_PathTypeA] * poiThemeColor(poiMods, PathColor[3].rgb, _PathColorAThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[3].a * pathAlpha[3][_PathTypeA]);
float alpha = max(max(max(pathAlpha[0][_PathTypeR], pathAlpha[1][_PathTypeG]), pathAlpha[2][_PathTypeB]), pathAlpha[3][_PathTypeA]);
poiFragData.alpha *= lerp(1, alpha, _PathingOverrideAlpha);
poiFragData.baseColor = albedo.rgb;
poiFragData.emission += pathEmission;
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
void applyMirror(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float inMirror = 0;
if (_VisibilityMode == 1) // VRC
inMirror = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
inMirror = IsInMirror();
#if (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 mirrorTexture = POI2D_SAMPLER_PAN(_MirrorTexture, _MainTex, poiMesh.uv[_MirrorTextureUV], _MirrorTexturePan);
if (inMirror)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, mirrorTexture.rgb, _MirrorTextureBlendType), mirrorTexture.a * _MirrorColor.a);
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#else
if (inMirror)
{
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#endif
#endif
}
#endif
//endex
//ifex _EnableTouchGlow==0
#ifdef GRAIN
void applyDepthFX(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiMods poiMods)
{
float3 touchEmission = 0;
float perspectiveDivide = 1.0f / poiCam.clipPos.w;
float4 direction = poiCam.worldDirection * perspectiveDivide;
float2 screenPos = poiCam.grabPos.xy * perspectiveDivide;
float z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenPos);
#if UNITY_REVERSED_Z
if (z == 0)
#else
if (z == 1)
#endif
return;
float depth = CorrectedLinearEyeDepth(z, direction.w);
float3 worldpos = direction * depth + _WorldSpaceCameraPos.xyz;
/*
finalColor.rgb = frac(worldpos);
return;
*/
float diff = distance(worldpos, poiMesh.worldPos);
//poiFragData.finalColor = diff;
#if defined(PROP_DEPTHMASK) || !defined(OPTIMIZER_ENABLED)
float depthMask = POI2D_SAMPLER_PAN(_DepthMask, _MainTex, poiUV(poiMesh.uv[_DepthMaskUV], _DepthMask_ST), _DepthMaskPan)[_DepthMaskChannel];
#else
float depthMask = 1;
#endif
if (_DepthMaskGlobalMask > 0)
{
depthMask = customBlend(depthMask, poiMods.globalMask[_DepthMaskGlobalMask-1], _DepthMaskGlobalMaskBlendType);
}
if (_DepthColorToggle)
{
float colorBlendAlpha = lerp(_DepthColorMinValue, _DepthColorMaxValue, remapClamped(_DepthColorMinDepth, _DepthColorMaxDepth, diff));
#if defined(PROP_DEPTHTEXTURE) || !defined(OPTIMIZER_ENABLED)
float2 depthTextureUV = float2(0, 0);
if (_DepthTextureUV == 8)
{
depthTextureUV = lerp(0, 1, remapClamped(_DepthColorMinDepth, _DepthColorMaxDepth, diff));
}
else
{
depthTextureUV = poiMesh.uv[_DepthTextureUV];
}
float3 depthColor = POI2D_SAMPLER_PAN(_DepthTexture, _MainTex, poiUV(depthTextureUV, _DepthTexture_ST), _DepthTexturePan).rgb * poiThemeColor(poiMods, _DepthColor, _DepthColorThemeIndex);
#else
float3 depthColor = poiThemeColor(poiMods, _DepthColor, _DepthColorThemeIndex);
#endif
switch(_DepthColorBlendMode)
{
case 0:
{
poiFragData.finalColor = lerp(poiFragData.finalColor, depthColor, colorBlendAlpha * depthMask);
break;
}
case 1:
{
poiFragData.finalColor *= lerp(1, depthColor, colorBlendAlpha * depthMask);
break;
}
case 2:
{
poiFragData.finalColor = saturate(poiFragData.finalColor + lerp(0, depthColor, colorBlendAlpha * depthMask));
break;
}
}
poiFragData.emission += depthColor * colorBlendAlpha * _DepthEmissionStrength * depthMask;
}
if (_DepthAlphaToggle)
{
poiFragData.alpha *= lerp(poiFragData.alpha, saturate(lerp(_DepthAlphaMinValue, _DepthAlphaMaxValue, remapClamped(_DepthAlphaMinDepth, _DepthAlphaMaxDepth, diff))), depthMask);
}
}
#endif
//endex
//ifex _EnableIridescence==0
#ifdef POI_IRIDESCENCE
float3 calculateNormal(PoiMesh poiMesh, float3 baseNormal, int normalSelection)
{
float3 normal = baseNormal;
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_IridescenceNormalMap, _MainTex, poiUV(poiMesh.uv[_IridescenceNormalMapUV], _IridescenceNormalMap_ST), _IridescenceNormalMapPan), _IridescenceNormalIntensity);
normal = normalize(normal.x * poiMesh.tangent[normalSelection] + normal.y * poiMesh.binormal[normalSelection] + normal.z * baseNormal);
#endif
return normal;
}
void applyIridescence(inout PoiFragData poiFragData, PoiMesh poiMesh, PoiCam poiCam, inout PoiMods poiMods)
{
float3 normal = poiMesh.normals[_IridescenceNormalSelection];
if (_IridescenceNormalToggle)
{
normal = calculateNormal(poiMesh, normal, _IridescenceNormalSelection);
}
float ndotv = dot(normal, poiCam.viewDir);
float4 iridescenceColor = 1;
#if defined(PROP_IRIDESCENCERAMP) || !defined(OPTIMIZER_ENABLED)
iridescenceColor = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceRamp, _MainTex, (1 - abs(ndotv)) * _IridescenceRamp_ST.xy + _IridescenceRampPan * _Time.x + _IridescenceRamp_ST.zw);
if (_IridescenceHueShiftEnabled == 1)
{
float hue = _IridescenceHueShift + frac(_Time.x * _IridescenceHueShiftSpeed);
iridescenceColor.rgb = hueShift(iridescenceColor.rgb, hue);
}
#endif
float iridescenceMask = 1;
#if defined(PROP_IRIDESCENCEMASK) || !defined(OPTIMIZER_ENABLED)
iridescenceMask = POI2D_SAMPLER_PAN(_IridescenceMask, _MainTex, poiUV(poiMesh.uv[_IridescenceMaskUV], _IridescenceMask_ST), _IridescenceMaskPan)[_IridescenceMaskChannel];
#endif
if (_IridescenceMaskGlobalMask > 0)
{
iridescenceMask = customBlend(iridescenceMask, poiMods.globalMask[_IridescenceMaskGlobalMask-1], _IridescenceMaskGlobalMaskBlendType);
}
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, saturate(iridescenceColor.rgb * _IridescenceIntensity), iridescenceColor.a * _IridescenceReplaceBlend * iridescenceMask);
poiFragData.baseColor.rgb += saturate(iridescenceColor.rgb * _IridescenceIntensity * iridescenceColor.a * _IridescenceAddBlend * iridescenceMask);
poiFragData.baseColor.rgb *= saturate(lerp(1, iridescenceColor.rgb * _IridescenceIntensity, iridescenceColor.a * _IridescenceMultiplyBlend * iridescenceMask));
float emissionStrength = _IridescenceEmissionStrength;
#ifdef POI_AUDIOLINK
if (any(_IridescenceAudioLinkEmissionAdd))
{
emissionStrength += lerp(_IridescenceAudioLinkEmissionAdd.x, _IridescenceAudioLinkEmissionAdd.y, poiMods.audioLink[_IridescenceAudioLinkEmissionAddBand]);
}
#endif
poiFragData.emission += saturate(iridescenceColor.rgb * _IridescenceIntensity) * iridescenceColor.a * iridescenceMask * emissionStrength;
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
void calculateBlackLightMasks(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#ifdef VERTEXLIGHT_ON
for (int lightIndex = 0; lightIndex < 4; lightIndex ++)
{
float3 lightPos = float3(unity_4LightPosX0[lightIndex], unity_4LightPosY0[lightIndex], unity_4LightPosZ0[lightIndex]);
if (!distance(unity_LightColor[lightIndex].rgb, float3(0, 0, 0)))
{
if (_BlackLightMasking0GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking0Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking0GlobalMaskIndex-1, _BlackLightMasking0GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking1GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking1Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking1GlobalMaskIndex-1, _BlackLightMasking1GlobalMaskBlendType, smoothstep(_BlackLightMasking1Range.y, _BlackLightMasking1Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking2GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking2Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking2GlobalMaskIndex-1, _BlackLightMasking2GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking3GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking3Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking3GlobalMaskIndex-1, _BlackLightMasking3GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
}
}
#endif
}
#endif
//endex
//ifex _TextEnabled==0
#ifdef EFFECT_BUMP
float2 TransformUV(float2 offset, float rotation, float2 scale, float2 uv)
{
float theta = radians(rotation);
scale = 1 - scale;
float cs = cos(theta);
float sn = sin(theta);
float2 centerPoint = offset + .5;
uv = float2((uv.x - centerPoint.x) * cs - (uv.y - centerPoint.y) * sn + centerPoint.x, (uv.x - centerPoint.x) * sn + (uv.y - centerPoint.y) * cs + centerPoint.y);
return remap(uv, float2(0, 0) + offset + (scale * .5), float2(1, 1) + offset - (scale * .5), float2(0, 0), float2(1, 1));
}
float2 getAsciiCoordinate(float index)
{
return float2((index - 1) / 16, 1 - ((floor(index / 16 - glyphWidth)) / 16));
}
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
void ApplyPositionText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
float3 cameraPos = clamp(getCameraPosition(), -999, 999);
float3 absCameraPos = abs(cameraPos);
float totalCharacters = 20;
float positionArray[20];
positionArray[0] = cameraPos.x >= 0 ? ASCII_NEGATIVE : ASCII_POSITIVE;
positionArray[1] = floor((absCameraPos.x * .01) % 10) + 48;
positionArray[2] = floor((absCameraPos.x * .1) % 10) + 48;
positionArray[3] = floor(absCameraPos.x % 10) + 48;
positionArray[4] = ASCII_PERIOD;
positionArray[5] = floor((absCameraPos.x * 10) % 10) + 48;
positionArray[6] = ASCII_COMMA;
positionArray[7] = cameraPos.y >= 0 ? ASCII_NEGATIVE : ASCII_POSITIVE;
positionArray[8] = floor((absCameraPos.y * .01) % 10) + 48;
positionArray[9] = floor((absCameraPos.y * .1) % 10) + 48;
positionArray[10] = floor(absCameraPos.y % 10) + 48;
positionArray[11] = ASCII_PERIOD;
positionArray[12] = floor((absCameraPos.y * 10) % 10) + 48;
positionArray[13] = ASCII_COMMA;
positionArray[14] = cameraPos.z >= 0 ? ASCII_NEGATIVE : ASCII_POSITIVE;
positionArray[15] = floor((absCameraPos.z * .01) % 10) + 48;
positionArray[16] = floor((absCameraPos.z * .1) % 10) + 48;
positionArray[17] = floor(absCameraPos.z % 10) + 48;
positionArray[18] = ASCII_PERIOD;
positionArray[19] = floor((absCameraPos.z * 10) % 10) + 48;
uv = TransformUV(_TextPositionOffset, _TextPositionRotation, _TextPositionScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(positionArray[currentCharacter]);
float2 startUV = float2(1 / totalCharacters * currentCharacter, 0);
float2 endUV = float2(1 / totalCharacters * (currentCharacter + 1), 1);
fixed4 textPositionPadding = _TextPositionPadding;
textPositionPadding *= 1 / totalCharacters;
uv = remapClamped(startUV, endUV, uv, float2(glyphPos.x + textPositionPadding.x, glyphPos.y - glyphWidth + textPositionPadding.y), float2(glyphPos.x + glyphWidth - textPositionPadding.z, glyphPos.y - textPositionPadding.w));
if (uv.x > glyphPos.x + glyphWidth - textPositionPadding.z - .001 || uv.x < glyphPos.x + textPositionPadding.x + .001 || uv.y > glyphPos.y - textPositionPadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textPositionPadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextPositionColor.rgb, _TextPositionColorThemeIndex), opacity * _TextPositionColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextPositionColor.rgb, _TextPositionColorThemeIndex) * opacity * _TextPositionEmissionStrength;
}
void ApplyTimeText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
float instanceTime = _Time.y;
float hours = instanceTime / 3600;
float minutes = (instanceTime / 60) % 60;
float seconds = instanceTime % 60;
float totalCharacters = 8;
float timeArray[8];
timeArray[0] = floor((hours * .1) % 10) + 48;
timeArray[1] = floor(hours % 10) + 48;
timeArray[2] = ASCII_SEMICOLON;
timeArray[3] = floor((minutes * .1) % 10) + 48;
timeArray[4] = floor(minutes % 10) + 48;
timeArray[5] = ASCII_SEMICOLON;
timeArray[6] = floor((seconds * .1) % 10) + 48;
timeArray[7] = floor(seconds % 10) + 48;
uv = TransformUV(_TextTimeOffset, _TextTimeRotation, _TextTimeScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(timeArray[currentCharacter]);
// 0.1428571 = 1/7 = 1 / totalCharacters
float startUV = 1 / totalCharacters * currentCharacter;
float endUV = 1 / totalCharacters * (currentCharacter + 1);
fixed4 textTimePadding = _TextTimePadding;
textTimePadding *= 1 / totalCharacters;
uv = remapClamped(float2(startUV, 0), float2(endUV, 1), uv, float2(glyphPos.x + textTimePadding.x, glyphPos.y - glyphWidth + textTimePadding.y), float2(glyphPos.x + glyphWidth - textTimePadding.z, glyphPos.y - textTimePadding.w));
if (uv.x > glyphPos.x + glyphWidth - textTimePadding.z - .001 || uv.x < glyphPos.x + textTimePadding.x + .001 || uv.y > glyphPos.y - textTimePadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textTimePadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextTimeColor.rgb, _TextTimeColorThemeIndex), opacity * _TextTimeColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextTimeColor.rgb, _TextTimeColorThemeIndex) * opacity * _TextTimeEmissionStrength;
}
void ApplyFPSText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
float smoothDeltaTime = clamp(unity_DeltaTime.w, 0, 999);
float totalCharacters = 7;
float fpsArray[7];
fpsArray[0] = ASCII_F;
fpsArray[1] = ASCII_P;
fpsArray[2] = ASCII_S;
fpsArray[3] = ASCII_SEMICOLON;
fpsArray[4] = floor((smoothDeltaTime * .01) % 10) + 48;
fpsArray[5] = floor((smoothDeltaTime * .1) % 10) + 48;
fpsArray[6] = floor(smoothDeltaTime % 10) + 48;
uv = TransformUV(_TextFPSOffset, _TextFPSRotation, _TextFPSScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(fpsArray[currentCharacter]);
// 0.1428571 = 1/7 = 1 / totalCharacters
float startUV = 1 / totalCharacters * currentCharacter;
float endUV = 1 / totalCharacters * (currentCharacter + 1);
float4 textFPSPadding = _TextFPSPadding;
textFPSPadding *= 1 / totalCharacters;
uv = remapClamped(float2(startUV, 0), float2(endUV, 1), uv, float2(glyphPos.x + textFPSPadding.x, glyphPos.y - glyphWidth + textFPSPadding.y), float2(glyphPos.x + glyphWidth - textFPSPadding.z, glyphPos.y - textFPSPadding.w));
if (uv.x > glyphPos.x + glyphWidth - textFPSPadding.z - .001 || uv.x < glyphPos.x + textFPSPadding.x + .001 || uv.y > glyphPos.y - textFPSPadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textFPSPadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextFPSColor.rgb, _TextFPSColorThemeIndex), opacity * _TextFPSColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextFPSColor.rgb, _TextFPSColorThemeIndex) * opacity * _TextFPSEmissionStrength;
}
void ApplyNumericText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
// If both digits are set to zero: exit.
if (_TextNumericWholeDigits == 0 && _TextNumericDecimalDigits == 0)
{
return;
}
uint wholeNumber = 0;
uint decimalNumber = 0;
uint wholeDigits = _TextNumericWholeDigits;
uint decimalDigits = _TextNumericDecimalDigits;
float NumericArray[10]; // 10 is the max amount of characters = 1 sign + 4 max whole digits + 1 decimal mark + 4 max decimal digits
uint arrayIndex = 1; // Start at 1 because position 0 is always the sign.
float totalCharacters = 1 + wholeDigits + decimalDigits; // Sign Character + Whole Digits + Decimal Digits
//Determine Sign
float charSign = ASCII_SPACE; //Default to positive
if (sign(_TextNumericValue) == -1)
{
charSign = ASCII_NEGATIVE;
}
NumericArray[0] = charSign; //First character is always the sign
//Isolate whole number and fill array
if (wholeDigits > 0)
{
wholeNumber = uint(glsl_mod(abs(_TextNumericValue), pow(10, wholeDigits)));
int expIndex = -1 * (wholeDigits - 1); // Exponent Index
bool leadingZero = true;
// Pouplate the Array
while (arrayIndex <= wholeDigits)
{
// Grab the corresponding digit from the whole number going from left to right.
int digit = floor(glsl_mod(wholeNumber * pow(10, expIndex), 10));
// Take the resulting value and add 48 to get the corresponding location in the font array.
NumericArray[arrayIndex] = digit + 48;
//Trim Leading Zeroes, but leave at least one.
if (_TextNumericTrimZeroes == true)
{
//If the digit is zero and there hasn't been any digits greater than 0 previously.
if (digit == 0 && leadingZero == true && arrayIndex != wholeDigits)
{
//Overwrite the leading zero.
NumericArray[arrayIndex] = ASCII_SPACE;
}
else
{
leadingZero = false;
}
}
expIndex++;
arrayIndex++;
}
}
// Isolate decimal number and fill array
if (decimalDigits > 0)
{
// Add a decimal point
NumericArray[arrayIndex] = ASCII_PERIOD;
int decimalPointer = arrayIndex;
arrayIndex++;
totalCharacters++;
decimalNumber = uint(frac(abs(_TextNumericValue)) * pow(10.00001, decimalDigits)); // Isolate the decimal number
int expIndex = -1 * (decimalDigits - 1); // Exponent Index
//Populate the Array with the remaining digits
while (arrayIndex <= (totalCharacters))
{
// Grab the corresponding digit from the whole number going from left to right.
int digit = floor(glsl_mod(decimalNumber * pow(10, expIndex), 10));
// Take the resulting value and add 48 to get the corresponding location in the font array.
NumericArray[arrayIndex] = digit + 48;
expIndex++;
arrayIndex++;
}
}
uv = TransformUV(_TextNumericOffset, _TextNumericRotation, _TextNumericScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(NumericArray[currentCharacter]);
float startUV = 1 / totalCharacters * currentCharacter;
float endUV = 1 / totalCharacters * (currentCharacter + 1);
float4 textNumericPadding = _TextNumericPadding;
textNumericPadding *= 1 / totalCharacters;
uv = remapClamped(float2(startUV, 0), float2(endUV, 1), uv, float2(glyphPos.x + textNumericPadding.x, glyphPos.y - glyphWidth + textNumericPadding.y), float2(glyphPos.x + glyphWidth - textNumericPadding.z, glyphPos.y - textNumericPadding.w));
if (uv.x > glyphPos.x + glyphWidth - textNumericPadding.z - .001 || uv.x < glyphPos.x + textNumericPadding.x + .001 || uv.y > glyphPos.y - textNumericPadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textNumericPadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextNumericColor.rgb, _TextNumericColorThemeIndex), opacity * _TextNumericColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextNumericColor.rgb, _TextNumericColorThemeIndex) * opacity * _TextNumericEmissionStrength;
}
void ApplyTextOverlayColor(inout PoiFragData poiFragData, PoiMesh poiMesh, in PoiMods poiMods)
{
globalTextEmission = 0;
float positionalOpacity = 0;
if (_TextFPSEnabled == 1)
ApplyFPSText(poiFragData, poiMesh.uv[_TextFPSUV], poiMods);
if (_TextPositionEnabled == 1)
ApplyPositionText(poiFragData, poiMesh.uv[_TextPositionUV], poiMods);
if (_TextTimeEnabled == 1)
ApplyTimeText(poiFragData, poiMesh.uv[_TextTimeUV], poiMods);
if (_TextNumericEnabled == 1)
ApplyNumericText(poiFragData, poiMesh.uv[_TextNumericUV], poiMods);
poiFragData.emission += globalTextEmission;
}
#endif
//endex
//ifex _PostProcess==0
#ifdef POSTPROCESS
float3 poiPosterize(float3 color, float steps)
{
float3 newColor = color;
steps = floor(steps);
newColor.r = floor(newColor.r * steps) / steps;
newColor.g = floor(newColor.g * steps) / steps;
newColor.b = floor(newColor.b * steps) / steps;
return newColor;
}
float oetf_sRGB_scalar(float L)
{
float V = 1.055 * (pow(L, 1.0 / 2.4)) - 0.055;
if (L <= 0.0031308)
V = L * 12.92;
return V;
}
float3 oetf_sRGB(float3 L)
{
return float3(oetf_sRGB_scalar(L.r), oetf_sRGB_scalar(L.g), oetf_sRGB_scalar(L.b));
}
float eotf_sRGB_scalar(float V)
{
float L = pow((V + 0.055) / 1.055, 2.4);
if (V <= oetf_sRGB_scalar(0.0031308))
L = V / 12.92;
return L;
}
float3 GetHDR(float3 rgb)
{
return float3(eotf_sRGB_scalar(rgb.r), eotf_sRGB_scalar(rgb.g), eotf_sRGB_scalar(rgb.b));
}
float3 GetContrast(float3 col, float contrast)
{
return lerp(float3(0.5, 0.5, 0.5), col, contrast);
}
float3 GetSaturation(float3 col, float interpolator)
{
return lerp(dot(col, float3(0.3, 0.59, 0.11)), col, interpolator);
}
void applyPostProcessing(inout PoiFragData poiFragData, in PoiMesh poiMesh)
{
float3 col = poiFragData.finalColor;
col = hueShift(col, _PPHue);
col *= _PPTint;
col *= _PPRGB;
col = GetSaturation(col, _PPSaturation);
col = lerp(col, GetHDR(col), _PPHDR);
col = GetContrast(col, _PPContrast);
col *= _PPBrightness;
col += _PPLightness;
float ppMask = 1;
#if defined(PROP_PPMASK) || !defined(OPTIMIZER_ENABLED)
ppMask = POI2D_SAMPLER_PAN(_PPMask, _MainTex, poiUV(poiMesh.uv[_PPMaskUV], _PPMask_ST), _PPMaskPan)[_PPMaskChannel];
ppMask = lerp(ppMask, 1 - ppMask, _PPMaskInvert);
col = lerp(poiFragData.finalColor, col, ppMask);
#endif
if (_PPPosterization)
{
col = lerp(col, poiPosterize(col, _PPPosterizationAmount), ppMask);
}
poiFragData.finalColor = col;
}
#endif
//endex
// normal correct code from https://github.com/yoship1639/UniToon (MIT)
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
void applyNormalCorrect(inout VertexOut i)
{
float3 normalCorrectObject = i.localPos.xyz - _NormalCorrectOrigin;
normalCorrectObject.y = 0;
normalCorrectObject = normalize(normalCorrectObject);
float3 normalCorrectWorld = UnityObjectToWorldDir(normalCorrectObject);
i.normal.xyz = normalize(lerp(i.normal.xyz, normalCorrectWorld, _NormalCorrectAmount));
i.objNormal.xyz = normalize(lerp(i.objNormal.xyz, normalCorrectObject, _NormalCorrectAmount));
}
#endif
//endex
//ifex _PoiInternalParallax==0
#ifdef POI_INTERNALPARALLAX
void applyInternalParallax(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
{
float3 parallax = 0;
for (int j = _ParallaxInternalIterations-1; j >= 0; j --)
{
float ratio = saturate((float)j / max(_ParallaxInternalIterations-1, 1));
float2 parallaxOffset = _Time.y * (_ParallaxInternalMapPan + ratio * _ParallaxInternalPanDepthSpeed);
float fade = lerp(_ParallaxInternalMinFade, _ParallaxInternalMaxFade, ratio);
fade = pow(fade, 2.2);
#if defined(PROP_PARALLAXINTERNALMAP) || !defined(OPTIMIZER_ENABLED)
float4 parallaxColor = UNITY_SAMPLE_TEX2D_SAMPLER(_ParallaxInternalMap, _MainTex, TRANSFORM_TEX(poiMesh.uv[0], _ParallaxInternalMap) + (lerp(_ParallaxInternalMinDepth, _ParallaxInternalMaxDepth, ratio)) * - (poiCam.tangentViewDir.xy / (poiCam.tangentViewDir.z)) + parallaxOffset);
#else
float4 parallaxColor = 0;
#endif
float3 parallaxTint = lerp(_ParallaxInternalMinColor, _ParallaxInternalMaxColor, ratio);
float parallaxHeight;
if(_ParallaxInternalHeightFromAlpha)
{
parallaxTint *= parallaxColor.rgb;
parallaxHeight = parallaxColor.a;
}
else
{
parallaxHeight = parallaxColor.r;
}
// parallaxTint = hueShift(parallaxTint, frac((ratio * _ParallaxInternalHueShiftPerLevel) + (ratio * _ParallaxInternalHueShiftPerLevelSpeed * _Time.x)) * _ParallaxInternalHueShiftEnabled);
parallaxTint = hueShift(parallaxTint, frac(ratio * _ParallaxInternalHueShiftPerLevel) * _ParallaxInternalHueShiftEnabled);
//float parallaxColor *= lerp(_ParallaxInternalMinColor, _ParallaxInternalMaxColor, 1 - ratio);
UNITY_BRANCH
if (_ParallaxInternalHeightmapMode == 1)
{
parallax = lerp(parallax, parallaxTint * fade, parallaxHeight >= 1 - ratio);
}
else
{
parallax += parallaxTint * parallaxHeight * fade;
}
}
parallax = hueShift(parallax, frac(_ParallaxInternalHueShift + _ParallaxInternalHueShiftSpeed * _Time.x) * _ParallaxInternalHueShiftEnabled);
//parallax /= _ParallaxInternalIterations;
#if defined(PROP_PARALLAXINTERNALMAPMASK) || !defined(OPTIMIZER_ENABLED)
poiFragData.baseColor.rgb += parallax * POI2D_SAMPLER_PAN(_ParallaxInternalMapMask, _MainTex, poiUV(poiMesh.uv[_ParallaxInternalMapMaskUV], _ParallaxInternalMapMask_ST), _ParallaxInternalMapMaskPan)[_ParallaxInternalMapMaskChannel];
#else
poiFragData.baseColor.rgb += parallax;
#endif
}
#endif
//endex
//ifex _EnableTruchet!=1
#ifdef POI_TRUCHET
float Hash21(float2 value)
{
value = frac(value * float2(923.34, 567.345));
value += dot(value, value + 34.23);
return frac(value.x * value.y);
}
void applyTruchet(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float2 uv = poiMesh.uv[_TruchetUV] * _TruchetDensity;
float2 gridUV = frac(uv) - .5;
float2 id = floor(uv);
float2 dx = ddx(uv);
float2 dy = ddy(uv);
// Random # 0-1
float randomID = Hash21(id);
if (randomID < .5)
{
gridUV.x *= -1;
}
float mask = 0;
float distance = 0;
float side = sign(gridUV.x + gridUV.y + .001);
float checker = glsl_mod(id.x + id.y, 2.0) * 2 - 1;
float2 pathUV = float2(0, 0);
switch(_TruchetShape)
{
// Straight
case 0:
distance = abs(abs(gridUV.x + gridUV.y) - .5);
mask = saturate((_TruchetThiccness - distance) / fwidth(distance));
break;
// Curved
case 1:
pathUV = gridUV - side * 0.5;
distance = length(pathUV);
mask = saturate((_TruchetThiccness - abs(distance - 0.5)) / fwidth(abs(distance - 0.5)));
// -pi to pi
float angle = atan2(pathUV.x, pathUV.y);
pathUV.x = checker * angle / 1.57;
pathUV.y = (distance - (.5 - _TruchetThiccness)) / (2 * _TruchetThiccness);
if (randomID < .5 ^ checker > 0)
{
pathUV.y = 1 - pathUV.y;
}
break;
}
float4 TruchetTex = POI2D_SAMPLER_PANGRAD(_TruchetTex, _MainTex, poiUV(pathUV, _TruchetTex_ST), _TruchetTexPan, dx, dy);
float3 col = mask;
poiFragData.emission += lerp(0, TruchetTex.rgb * _TruchetColor, min(mask, TruchetTex.a) * _TruchetEmissionStrength);
poiFragData.baseColor = lerp(poiFragData.baseColor, TruchetTex.rgb * _TruchetColor, min(mask, TruchetTex.a) * _TruchetAlpha);
}
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
void ApplyBacklight(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiCam poiCam, inout PoiMods poiMods)
{
// Color
float3 backlightColor = _BacklightColor.rgb;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
backlightColor *= POI2D_SAMPLER_PAN(_BacklightColorTex, _MainTex, poiUV(poiMesh.uv[_BacklightColorTexUV], _BacklightColorTex_ST), _BacklightColorTexPan).rgb;
#endif
float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], _BacklightNormalStrength);
// Factor
float3 headDir = normalize(getCameraPosition() - poiMesh.worldPos.xyz);
float headDotLight = dot(headDir, poiLight.direction);
float backlightFactor = pow(saturate(-headDotLight * 0.5 + 0.5), max(0, _BacklightDirectivity));
float backlightLN = dot(normalize(-headDir * _BacklightViewStrength + poiLight.direction), normal) * 0.5 + 0.5;
if(_BacklightReceiveShadow) backlightLN *= saturate(poiLight.attenuation);
backlightLN = poiEdgeLinear(backlightLN, _BacklightBorder, _BacklightBlur);
float backlight = saturate(backlightFactor * backlightLN);
backlight = !poiMesh.isFrontFace && _BacklightBackfaceMask ? 0.0 : backlight;
// Blend
backlightColor = lerp(backlightColor, backlightColor * poiFragData.baseColor, _BacklightMainStrength);
poiLight.finalLightAdd += backlight * backlightColor * poiLight.directColor;
}
#endif
//endex
//ifex _VideoEffectsEnable==0
float3 applyBacklight(float3 videoTexture, half backlightStrength)
{
return max(backlightStrength, videoTexture.rgb);
}
float3 applyViewAngleTN(float3 videoTexture, PoiCam poiCam, PoiMesh poiMesh)
{
float3 reflectionVector = normalize(reflect(poiCam.viewDir.rgb, poiMesh.normals[1].rgb));
float upwardShift = dot(reflectionVector, poiMesh.binormal[0]);
upwardShift = pow(upwardShift, 1);
float sideShift = dot(reflectionVector, poiMesh.tangent[0]);
sideShift *= pow(sideShift, 3);
#if !UNITY_COLORSPACE_GAMMA
videoTexture = LinearToGammaSpace(videoTexture);
#endif
videoTexture = saturate(lerp(half3(0.5, 0.5, 0.5), videoTexture, upwardShift + 1));
#if !UNITY_COLORSPACE_GAMMA
videoTexture = GammaToLinearSpace(videoTexture);
#endif
videoTexture = (lerp(videoTexture, videoTexture.gbr, sideShift));
return videoTexture;
}
float calculateCRTPixelBrightness(float2 uv)
{
float totalPixels = _VideoResolution.x * _VideoResolution.y;
float2 uvPixel = float2((floor((1 - uv.y) * _VideoResolution.y)) / _VideoResolution.y, (floor(uv.x * _VideoResolution.x)) / _VideoResolution.x);
float currentPixelNumber = _VideoResolution.x * (_VideoResolution.y * uvPixel.x) + _VideoResolution.y * uvPixel.y;
float currentPixelAlpha = currentPixelNumber / totalPixels;
half electronBeamAlpha = frac(_Time.y * _VideoCRTRefreshRate);
float electronBeamPixelNumber = totalPixels * electronBeamAlpha;
float DistanceInPixelsFromCurrentElectronBeamPixel = 0;
if (electronBeamPixelNumber >= currentPixelNumber)
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber - currentPixelNumber;
}
else
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber + (totalPixels - currentPixelNumber);
}
float CRTFrameTime = 1 / _VideoCRTRefreshRate;
float timeSincecurrentPixelWasHitByElectronBeam = (DistanceInPixelsFromCurrentElectronBeamPixel / totalPixels);
return saturate(_VideoCRTPixelEnergizedTime - timeSincecurrentPixelWasHitByElectronBeam);
}
void applyContrastSettings(inout float3 pixel)
{
#if !UNITY_COLORSPACE_GAMMA
pixel = LinearToGammaSpace(pixel);
#endif
pixel = saturate(lerp(half3(0.5, 0.5, 0.5), pixel, _VideoContrast + 1));
#if !UNITY_COLORSPACE_GAMMA
pixel = GammaToLinearSpace(pixel);
#endif
}
void applySaturationSettings(inout float3 pixel)
{
pixel = lerp(pixel.rgb, dot(pixel.rgb, float3(0.3, 0.59, 0.11)), -(_VideoSaturation));
}
void applyVideoSettings(inout float3 pixel)
{
applySaturationSettings(pixel);
applyContrastSettings(pixel);
}
void calculateLCD(inout float4 videoTexture, float3 pixels)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateTN(inout float4 videoTexture, float3 pixels, PoiCam poiCam, PoiMesh poiMesh)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
videoTexture.rgb = applyViewAngleTN(videoTexture, poiCam, poiMesh);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateCRT(inout float4 videoTexture, float3 pixels, float2 uv)
{
float brightness = calculateCRTPixelBrightness(uv);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * brightness * _VideoBacklight;
}
void calculateOLED(inout float4 videoTexture, float3 pixels)
{
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateGameboy(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
// half brightness = saturate((videoTexture.r + videoTexture.g + videoTexture.b) * .3333333);
half brightness = LinearRgbToLuminance(LinearToGammaSpace(videoTexture.rgb));
#if defined(PROP_VIDEOGAMEBOYRAMP) || !defined(OPTIMIZER_ENABLED)
videoTexture.rgb = tex2Dlod(_VideoGameboyRamp, float4(brightness.xx, 0, 0));
#else
float3 dg = float3(0.00392156863, 0.0392156863, 0.00392156863);
float3 lg = float3(0.333333333, 0.5, 0.00392156863);
videoTexture.rgb = lerp(dg, lg, brightness);
#endif
}
void calculateProjector(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
float3 projectorColor = videoTexture * _VideoBacklight;
videoTexture.r = clamp(projectorColor.r, videoTexture.r, 1000);
videoTexture.g = clamp(projectorColor.g, videoTexture.g, 1000);
videoTexture.b = clamp(projectorColor.b, videoTexture.b, 1000);
}
void applyVideoEffectsMainTex(inout float4 mainTexture, in PoiMesh poiMesh)
{
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
float2 originalUVs = uvs;
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
mainTexture = _MainTex.SampleGrad(sampler_MainTex, uvs, ddx(originalUVs), ddy(originalUVs));
}
}
void applyVideoEffects(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
{
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
float3 pixels = tex2D(_VideoPixelTexture, poiUV(poiMesh.uv[_VideoPixelTextureUV], _VideoPixelTexture_ST) * _VideoResolution);
#else
float3 pixels = 1;
#endif
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
else
{
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
float4 modifiedVideoTexture = 0;
modifiedVideoTexture.rgb = poiFragData.baseColor;
modifiedVideoTexture.a = poiFragData.alpha;
// UNITY_BRANCH
// if(_VideoRepeatVideoTexture == 1)
// {
// if(poiMesh.uv[_VideoUVNumber].x > 1 || poiMesh.uv[_VideoUVNumber].x < 0 || poiMesh.uv[_VideoUVNumber].y > 1 || poiMesh.uv[_VideoUVNumber].y < 0)
// {
// return;
// }
// }
switch(_VideoType)
{
case 0: // LCD
{
calculateLCD(modifiedVideoTexture, pixels);
break;
}
case 1: // TN
{
calculateTN(modifiedVideoTexture, pixels, poiCam, poiMesh);
break;
}
case 2: // CRT
{
calculateCRT(modifiedVideoTexture, pixels, uvs);
break;
}
case 3: // OLED
{
calculateOLED(modifiedVideoTexture, pixels);
break;
}
case 4: // Gameboy
{
calculateGameboy(modifiedVideoTexture);
break;
}
case 5: // Projector
{
calculateProjector(modifiedVideoTexture);
break;
}
}
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
float screenMask = POI2D_SAMPLER_PAN(_VideoMaskTexture, _MainTex, poiUV(poiMesh.uv[_VideoMaskTextureUV], _VideoMaskTexture_ST), _VideoMaskTexturePan)[_VideoMaskTextureChannel];
#else
float screenMask = 1;
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, modifiedVideoTexture, screenMask);
// UNITY_BRANCH
if (_VideoEmissionEnabled)
{
poiFragData.emission += modifiedVideoTexture.rgb * screenMask;
}
}
//endex
float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
/*
#ifdef
, out float depth : SV_DEPTH
#endif
*/
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
PoiMesh poiMesh;
PoiInitStruct(PoiMesh, poiMesh);
PoiLight poiLight;
PoiInitStruct(PoiLight, poiLight);
PoiVertexLights poiVertexLights;
PoiInitStruct(PoiVertexLights, poiVertexLights);
PoiCam poiCam;
PoiInitStruct(PoiCam, poiCam);
PoiMods poiMods;
PoiInitStruct(PoiMods, poiMods);
poiMods.globalEmission = 1;
PoiFragData poiFragData;
poiFragData.emission = 0;
poiFragData.baseColor = float3(0, 0, 0);
poiFragData.finalColor = float3(0, 0, 0);
poiFragData.alpha = 1;
#ifdef POI_UDIMDISCARD
applyUDIMDiscard(i);
#endif
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
applyNormalCorrect(i);
#endif
//endex
// Mesh Data
poiMesh.objectPosition = i.objectPos;
poiMesh.objNormal = i.objNormal;
poiMesh.normals[0] = i.normal;
poiMesh.tangent[0] = i.tangent;
poiMesh.binormal[0] = i.binormal;
poiMesh.worldPos = i.worldPos.xyz;
poiMesh.localPos = i.localPos.xyz;
poiMesh.vertexColor = i.vertexColor;
poiMesh.isFrontFace = facing;
#ifndef POI_PASS_OUTLINE
if (!poiMesh.isFrontFace)
{
poiMesh.normals[0] *= -1;
poiMesh.tangent[0] *= -1;
poiMesh.binormal[0] *= -1;
}
#endif
poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
poiCam.tangentViewDir = normalize(ase_tanViewDir);
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 6 Distorted UV
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
poiMesh.lightmapUV = i.lightmapUV;
#endif
poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
poiMesh.uv[0] = i.uv[0];
poiMesh.uv[1] = i.uv[1];
poiMesh.uv[2] = i.uv[2];
poiMesh.uv[3] = i.uv[3];
poiMesh.uv[4] = poiMesh.uv[0];
poiMesh.uv[5] = poiMesh.worldPos.xz;
poiMesh.uv[6] = poiMesh.uv[0];
poiMesh.uv[7] = poiMesh.uv[0];
poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
//ifex _EnableDistortion==0
#ifdef USER_LUT
poiMesh.uv[7] = distortedUV(poiMesh);
#endif
//endex
/*
half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
poiMesh[8] = half2(dot(worldViewRight, poiMesh.normals[_MatcapNormal]), dot(worldViewUp, poiMesh.normals[_MatcapNormal])) * _MatcapBorder + 0.5;
*/
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
#ifndef POI_PASS_OUTLINE
//return frac(i.tangentViewDir.x);
//return float4(i.binormal.xyz,1);
applyParallax(poiMesh, poiLight, poiCam);
#endif
#endif
//endex
float2 mainUV = poiMesh.uv[_MainTexUV].xy;
if (_MainPixelMode)
{
mainUV = sharpSample(_MainTex_TexelSize, mainUV);
}
float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, _MainTex_ST), _MainTexPan, _MainTexStochastic);
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffectsMainTex(mainTexture, poiMesh);
}
//endex
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[_BumpMapUV].xy, _BumpMap_ST), _BumpMapPan, _BumpMapStochastic), _BumpScale);
#else
poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
#endif
//ifex _DetailEnabled==0
#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
ApplyDetailNormal(poiMods, poiMesh);
#endif
//endex
//ifex _RGBMaskEnabled==0
//ifex _RgbNormalsEnabled==0
#if defined(GEOM_TYPE_MESH) && defined(VIGNETTE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
calculateRGBNormals(poiMesh);
#endif
//endex
//endex
poiMesh.normals[1] = normalize(
poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
);
poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
#ifdef POI_PASS_OUTLINE
poiMesh.normals[1] = poiMesh.normals[0];
#endif
// Camera data
poiCam.forwardDir = getCameraForward();
poiCam.worldPos = _WorldSpaceCameraPos;
poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
//poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
poiCam.grabPos = i.grabPos;
poiCam.screenUV = calcScreenUVs(i.grabPos);
poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
poiCam.clipPos = i.pos;
poiCam.worldDirection = i.worldDirection;
calculateGlobalThemes(poiMods);
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
ApplyGlobalMaskTextures(poiMesh, poiMods);
#endif
//endex
ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
//ifex _GlobalMaskOptionsEnable==0
if(_GlobalMaskOptionsEnable)
{
ApplyGlobalMaskOptions(poiMods);
}
//endex
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
SetupAudioLink(poiFragData, poiMods, poiMesh);
#endif
//endex
poiLight.finalLightAdd = 0;
#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[_LightingAOMapsUV], _LightingAOMaps_ST), _LightingAOMapsPan);
poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, _LightDataAOStrengthR), lerp(1, AOMaps.g, _LightDataAOStrengthG)), lerp(1, AOMaps.b, _LightDataAOStrengthB)),lerp(1, AOMaps.a, _LightDataAOStrengthA));
#else
poiLight.occlusion = 1;
#endif
#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[_LightingDetailShadowMapsUV], _LightingDetailShadowMaps_ST), _LightingDetailShadowMapsPan);
#ifndef POI_PASS_ADD
poiLight.detailShadow = lerp(1, DetailShadows.r, _LightingDetailShadowStrengthR) * lerp(1, DetailShadows.g, _LightingDetailShadowStrengthG) * lerp(1, DetailShadows.b, _LightingDetailShadowStrengthB) * lerp(1, DetailShadows.a, _LightingDetailShadowStrengthA);
#else
poiLight.detailShadow = lerp(1, DetailShadows.r, _LightingAddDetailShadowStrengthR) * lerp(1, DetailShadows.g, _LightingAddDetailShadowStrengthG) * lerp(1, DetailShadows.b, _LightingAddDetailShadowStrengthB) * lerp(1, DetailShadows.a, _LightingAddDetailShadowStrengthA);
#endif
#else
poiLight.detailShadow = 1;
#endif
#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[_LightingShadowMasksUV], _LightingShadowMasks_ST), _LightingShadowMasksPan);
poiLight.shadowMask = lerp(1, ShadowMasks.r, _LightingShadowMaskStrengthR) * lerp(1, ShadowMasks.g, _LightingShadowMaskStrengthG) * lerp(1, ShadowMasks.b, _LightingShadowMaskStrengthB) * lerp(1, ShadowMasks.a, _LightingShadowMaskStrengthA);
#else
poiLight.shadowMask = 1;
#endif
#ifdef UNITY_PASS_FORWARDBASE
bool lightExists = false;
if (any(_LightColor0.rgb >= 0.002))
{
lightExists = true;
}
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
float4 lengthSq = 0;
lengthSq += toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
float4 lightAttenSq = unity_4LightAtten0;
float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
poiLight.vDotNL = 0;
poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
float4 corr = rsqrt(lengthSq);
poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vertexVDotNL = 0;
poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vAttenuationDotNL = saturate(poiLight.vAttenuation * saturate(poiLight.vDotNL));
[unroll]
for (int index = 0; index < 4; index++)
{
poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
poiLight.vDirection[index] = normalize(vertexToLightSource);
//poiLight.vAttenuationDotNL[index] = 1.0 / (1.0 + unity_4LightAtten0[index] * poiLight.vDotNL[index]);
poiLight.vColor[index] = _LightingAdditiveLimited ? min(_LightingAdditiveLimit, unity_LightColor[index].rgb) : unity_LightColor[index].rgb;
poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
poiLight.vDotNL[index] = dot(poiMesh.normals[1], -poiLight.vDirection[index]);
poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
}
#endif
//UNITY_BRANCH
if (_LightingColorMode == 0) // Poi Custom Light Color
{
float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
float magiLumi = calculateluminance(magic);
float normaLumi = calculateluminance(normalLight);
float maginormalumi = magiLumi + normaLumi;
float magiratio = magiLumi / maginormalumi;
float normaRatio = normaLumi / maginormalumi;
float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
float3 properLightColor = magic + normalLight;
float properLuminance = calculateluminance(magic + normalLight);
poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], _LightingIndirectUsesNormals), 1));
}
//UNITY_BRANCH
if (_LightingColorMode == 1) // More standard approach to light color
{
float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
if (lightExists)
{
poiLight.directColor = _LightColor0.rgb;
poiLight.indirectColor = indirectColor;
}
else
{
poiLight.directColor = indirectColor * 0.6;
poiLight.indirectColor = indirectColor * 0.5;
}
}
if (_LightingColorMode == 2) // UTS style
{
poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
}
if (_LightingColorMode == 3) // OpenLit
{
float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
poiLight.directColor += _LightColor0.rgb;
// OpenLit does a few other things by default like clamp direct colour
// see https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl#L174
// Should we add (if) statements to override Poi versions of these things?
// Or should we add new properties with same names with the same functions?
}
float lightMapMode = _LightingMapMode;
//UNITY_BRANCH
if (_LightingDirectionMode == 0)
{
poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
}
if (_LightingDirectionMode == 1 || _LightingDirectionMode == 2)
{
//UNITY_BRANCH
if (_LightingDirectionMode == 1)
{
poiLight.direction = mul(unity_ObjectToWorld, _LightngForcedDirection).xyz;;
}
//UNITY_BRANCH
if (_LightingDirectionMode == 2)
{
poiLight.direction = _LightngForcedDirection;
}
if (lightMapMode == 0)
{
lightMapMode == 1;
}
}
if (_LightingDirectionMode == 3) // UTS
{
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
poiLight.direction = lightDirection;
}
if (_LightingDirectionMode == 4) // OpenLit
{
poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
}
if (!any(poiLight.direction))
{
poiLight.direction = float3(.4, 1, .4);
}
poiLight.direction = normalize(poiLight.direction);
poiLight.attenuationStrength = _LightingCastedShadows;
poiLight.attenuation = 1;
if (!all(_LightColor0.rgb == 0.0))
{
UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
poiLight.attenuation *= attenuation;
}
if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
{
lightMapMode = 1;
if (_LightingDirectionMode == 0)
{
poiLight.direction = normalize(float3(.4, 1, .4));
}
}
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotLSaturated = saturate(poiLight.nDotL);
poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
// Poi special light map
if (lightMapMode == 0)
{
float3 ShadeSH9Plus = GetSHLength();
float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
float3 greyScaleVector = float3(.33333, .33333, .33333);
float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
}
// Normalized nDotL
if (lightMapMode == 1)
{
poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
}
// Saturated nDotL
if (lightMapMode == 2)
{
poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
}
poiLight.directColor = max(poiLight.directColor, 0.0001);
poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
if (_LightingColorMode == 3)
{
// OpenLit
poiLight.directColor = max(poiLight.directColor, _LightingMinLightBrightness);
}
else
{
poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, (_LightingMinLightBrightness * rcp(calculateluminance(poiLight.directColor)) )));
poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, (_LightingMinLightBrightness * rcp(calculateluminance(poiLight.indirectColor)))));
}
poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
if (_LightingCapEnabled)
{
poiLight.directColor = min(poiLight.directColor, _LightingCap);
poiLight.indirectColor = min(poiLight.indirectColor, _LightingCap);
}
if (_LightingForceColorEnabled)
{
poiLight.directColor = poiThemeColor(poiMods, _LightingForcedColor, _LightingForcedColorThemeIndex);
}
#ifdef UNITY_PASS_FORWARDBASE
poiLight.directColor = max(poiLight.directColor * _PPLightingMultiplier, 0);
poiLight.directColor = max(poiLight.directColor + _PPLightingAddition, 0);
poiLight.indirectColor = max(poiLight.indirectColor * _PPLightingMultiplier, 0);
poiLight.indirectColor = max(poiLight.indirectColor + _PPLightingAddition, 0);
#endif
#endif
#ifdef POI_PASS_ADD
#ifndef POI_LIGHT_DATA_ADDITIVE_ENABLE
return float4(mainTexture.rgb * .0001, 1);
#endif
#if defined(POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE) && defined(DIRECTIONAL)
return float4(mainTexture.rgb * .0001, 1);
#endif
poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
#if defined(POINT) || defined(SPOT)
#ifdef POINT
unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
#endif
#ifdef SPOT
unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
#endif
#else
UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
poiLight.attenuation = attenuation;
#endif
poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
poiLight.directColor = _LightingAdditiveLimited ? min(_LightingAdditiveLimit, _LightColor0.rgb) : _LightColor0.rgb;
#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
poiLight.indirectColor = 0;
#else
poiLight.indirectColor = lerp(0, poiLight.directColor, _LightingAdditivePassthrough);
#endif
poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotLSaturated = saturate(poiLight.nDotL);
poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
poiLight.lightMap = 1;
#endif
//ifex _LightDataDebugEnabled==0
if(_LightDataDebugEnabled)
{
#ifdef UNITY_PASS_FORWARDBASE
//UNITY_BRANCH
if (_LightingDebugVisualize <= 6)
{
switch(_LightingDebugVisualize)
{
case 0: // Direct Light Color
return float4(poiLight.directColor + mainTexture.rgb * .0001, 1);
break;
case 1: // Indirect Light Color
return float4(poiLight.indirectColor + mainTexture.rgb * .0001, 1);
break;
case 2: // Light Map
return float4(poiLight.lightMap + mainTexture.rgb * .0001, 1);
break;
case 3: // Attenuation
return float4(poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 4: // N Dot L
return float4(poiLight.nDotLNormalized, poiLight.nDotLNormalized, poiLight.nDotLNormalized, 1) + mainTexture * .0001;
break;
case 5:
return float4(poiLight.halfDir, 1) + mainTexture * .0001;
break;
case 6:
return float4(poiLight.direction, 1) + mainTexture * .0001;
break;
}
}
else
{
return POI_SAFE_RGB1;
}
#endif
#ifdef POI_PASS_ADD
//UNITY_BRANCH
if (_LightingDebugVisualize < 6)
{
return POI_SAFE_RGB1;
}
else
{
switch(_LightingDebugVisualize)
{
case 7:
return float4(poiLight.directColor * poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 8:
return float4(poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 9:
return float4(poiLight.additiveShadow + mainTexture.rgb * .0001, 1);
break;
case 10:
return float4(poiLight.nDotLNormalized + mainTexture.rgb * .0001, 1);
break;
case 11:
return float4(poiLight.halfDir, 1) + mainTexture * .0001;
break;
}
}
#endif
}
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
if (_TPS_BufferedDepthGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, _TPS_BufferedDepthGlobalMaskIndex-1, _TPS_BufferedDepthGlobalMaskBlendType, TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor));
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
calculateBlackLightMasks(poiMesh, poiMods);
#endif
//endex
poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, _ColorThemeIndex);
poiFragData.alpha = mainTexture.a * _Color.a;
//ifex _MainColorAdjustToggle==0
#ifdef COLOR_GRADING_HDR
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[_MainColorAdjustTextureUV], _MainColorAdjustTexture_ST), _MainColorAdjustTexturePan);
#else
float4 hueShiftAlpha = 1;
#endif
if (_MainHueGlobalMask > 0)
{
hueShiftAlpha.r = customBlend(hueShiftAlpha.r, poiMods.globalMask[_MainHueGlobalMask-1], _MainHueGlobalMaskBlendType);
}
if (_MainSaturationGlobalMask > 0)
{
hueShiftAlpha.b = customBlend(hueShiftAlpha.b, poiMods.globalMask[_MainSaturationGlobalMask-1], _MainSaturationGlobalMaskBlendType);
}
if (_MainBrightnessGlobalMask > 0)
{
hueShiftAlpha.g = customBlend(hueShiftAlpha.g, poiMods.globalMask[_MainBrightnessGlobalMask-1], _MainBrightnessGlobalMaskBlendType);
}
if (_MainHueShiftToggle)
{
float shift = _MainHueShift;
#ifdef POI_AUDIOLINK
//UNITY_BRANCH
if (poiMods.audioLinkAvailable && _MainHueALCTEnabled)
{
shift += AudioLinkGetChronoTime(_MainALHueShiftCTIndex, _MainALHueShiftBand) * _MainHueALMotionSpeed;
}
#endif
if (_MainHueShiftReplace)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + _MainHueShiftSpeed * _Time.x), hueShiftAlpha.r);
}
else
{
poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + _MainHueShiftSpeed * _Time.x)));
}
}
poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), -(_Saturation) * hueShiftAlpha.b);
poiFragData.baseColor = saturate(poiFragData.baseColor + _MainBrightness * hueShiftAlpha.g);
#endif
//endex
#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[_ClippingMaskUV], _ClippingMask_ST), _ClippingMaskPan).r;
if (_Inverse_Clipping)
{
alphaMask = 1 - alphaMask;
}
poiFragData.alpha *= alphaMask;
#endif
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffects(poiFragData, poiCam, poiMesh, poiLight, poiMods);
}
//endex
applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
//ifex _DetailEnabled==0
#ifdef FINALPASS
ApplyDetailColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _MainVertexColoringEnabled==0
applyVertexColor(poiFragData, poiMesh);
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
ApplyBackFaceColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _RGBMaskEnabled==0
#ifdef VIGNETTE
calculateRGBMask(poiFragData, poiMesh, poiMods);
#endif
//endex
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
applyDecals(poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
#endif
//endex
//ifex _ShadingEnabled==0
#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
#ifndef POI_PASS_OUTLINE
#ifdef _LIGHTINGMODE_SHADEMAP
applyShadeMapping(poiFragData, poiMesh, poiLight);
#endif
#endif
#endif
//endex
//ifex _ShadingEnabled==0
#ifdef VIGNETTE_MASKED
#ifdef POI_PASS_OUTLINE
//UNITY_BRANCH
if (_OutlineLit)
{
calculateShading(poiLight, poiFragData, poiMesh, poiCam);
}
else
{
poiLight.finalLighting = 1;
}
#else
calculateShading(poiLight, poiFragData, poiMesh, poiCam);
#endif
#else
//endex
poiLight.finalLighting = 1;
poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
//ifex _ShadingEnabled==0
#endif
//endex
//ifex _EnableAniso==0
#ifdef POI_ANISOTROPICS
//ifex _AnisoDebugToggle==0
if(_AnisoDebugToggle)
{
return float4(applyAnisotropics(poiFragData, poiLight, poiCam, poiMesh, poiMods), 1) + POI_SAFE_RGB1;
}
//endex
applyAnisotropics(poiFragData, poiLight, poiCam, poiMesh, poiMods);
#endif
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
#if defined(POI_MATCAP0) || defined(COLOR_GRADING_HDR_3D) || defined(POI_MATCAP2) || defined(POI_MATCAP3)
applyMatcap(poiFragData, poiCam, poiMesh, poiLight, poiMods);
#endif
//endex
//ifex _CubeMapEnabled==0
#ifdef _CUBEMAP
applyCubemap(poiFragData, poiCam, poiMesh, poiLight, poiMods);
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
ApplyAudioLinkDecal(poiMesh, poiFragData, poiMods);
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
applyFlipbook(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableRimLighting==0
#ifdef _GLOSSYREFLECTIONS_OFF
#ifdef _RIMSTYLE_POIYOMI
#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
float rimMask = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiUV(poiMesh.uv[_RimMaskUV], _RimMask_ST), _RimMaskPan)[_RimMaskChannel];
#else
float rimMask = 1;
#endif
#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
float4 rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiUV(poiMesh.uv[_RimTexUV], _RimTex_ST), _RimTexPan);
#else
float4 rimColor = 1;
#endif
half AudioLinkRimWidthBand = 0;
float2 AudioLinkRimWidthAdd = 0;
half AudioLinkRimEmissionBand = 0;
float2 AudioLinkRimEmissionAdd = 0;
half AudioLinkRimBrightnessBand = 0;
float2 AudioLinkRimBrightnessAdd = 0;
#ifdef POI_AUDIOLINK
AudioLinkRimWidthBand = _AudioLinkRimWidthBand;
AudioLinkRimWidthAdd = _AudioLinkRimWidthAdd;
AudioLinkRimEmissionBand = _AudioLinkRimEmissionBand;
AudioLinkRimEmissionAdd = _AudioLinkRimEmissionAdd;
AudioLinkRimBrightnessBand = _AudioLinkRimBrightnessBand;
AudioLinkRimBrightnessAdd = _AudioLinkRimBrightnessAdd;
#endif
ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Is_NormalMapToRimLight, _RimLightingInvert, _RimPower, _RimStrength, _RimShadowWidth, _RimShadowToggle, _RimWidth, _RimBlendStrength, rimMask, _RimGlobalMask, _RimGlobalMaskBlendType, rimColor, _RimLightColor, _RimLightColorThemeIndex, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimSharpness, _RimShadowMaskRampType, _RimShadowMaskInvert, _RimShadowMaskStrength, _RimShadowAlpha, _RimApplyGlobalMaskIndex, _RimApplyGlobalMaskBlendType, _RimBaseColorMix, _RimBrightness, _RimBlendMode, AudioLinkRimWidthBand, AudioLinkRimWidthAdd, AudioLinkRimEmissionBand, AudioLinkRimEmissionAdd, AudioLinkRimBrightnessBand, AudioLinkRimBrightnessAdd, _RimClamp);
#endif
#ifdef _RIMSTYLE_UTS2
#if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float Set_RimLightMask_var = POI2D_SAMPLER_PAN(_Set_RimLightMask, _MainTex, poiUV(poiMesh.uv[_Set_RimLightMaskUV], _Set_RimLightMask_ST), _Set_RimLightMaskPan).g;
#else
float Set_RimLightMask_var = 1;
#endif
ApplyUTS2RimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, Set_RimLightMask_var, _RimGlobalMask, _RimGlobalMaskBlendType, _RimLightColor, _RimLightColorThemeIndex, _Is_LightColor_RimLight, _Is_NormalMapToRimLight, _RimLight_Power, _RimLight_InsideMask, _RimLight_FeatherOff, _LightDirection_MaskOn, _Tweak_LightDirection_MaskLevel, _Add_Antipodean_RimLight, _Ap_RimLightColor, _RimApColorThemeIndex, _Is_LightColor_Ap_RimLight, _Ap_RimLight_Power, _Ap_RimLight_FeatherOff, _Tweak_RimLightMaskLevel, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimClamp);
#endif
#ifdef _RIMSTYLE_LILTOON
#if defined(PROP_RIMCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 rimColorTex = POI2D_SAMPLER_PAN(_RimColorTex, _MainTex, poiUV(poiMesh.uv[_RimColorTexUV], _RimColorTex_ST), _RimColorTexPan);
#else
float4 rimColorTex = 1;
#endif
ApplyLiltoonRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _RimColor, _RimIndirColor, rimColorTex, _RimMainStrength, _RimNormalStrength, _RimDirRange, _RimIndirRange, _RimFresnelPower, _RimBackfaceMask, _RimDirStrength, _RimBorder, _RimBlur, _RimIndirBorder, _RimIndirBlur, _RimShadowMask, _RimEnableLighting, _RimVRParallaxStrength, _RimGlobalMask, _RimGlobalMaskBlendType, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimClamp);
#endif
#endif
//endex
//ifex _EnableRim2Lighting==0
#ifdef POI_RIM2
#ifdef _RIM2STYLE_POIYOMI
#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
float rim2Mask = POI2D_SAMPLER_PAN(_Rim2Mask, _MainTex, poiUV(poiMesh.uv[_Rim2MaskUV], _Rim2Mask_ST), _Rim2MaskPan)[_Rim2MaskChannel];
#else
float rim2Mask = 1;
#endif
#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
float4 rim2Color = POI2D_SAMPLER_PAN(_Rim2Tex, _MainTex, poiUV(poiMesh.uv[_Rim2TexUV], _Rim2Tex_ST), _Rim2TexPan);
#else
float4 rim2Color = 1;
#endif
half AudioLinkRim2WidthBand = 0;
float2 AudioLinkRim2WidthAdd = 0;
half AudioLinkRim2EmissionBand = 0;
float2 AudioLinkRim2EmissionAdd = 0;
half AudioLinkRim2BrightnessBand = 0;
float2 AudioLinkRim2BrightnessAdd = 0;
#ifdef POI_AUDIOLINK
AudioLinkRim2WidthBand = _AudioLinkRim2WidthBand;
AudioLinkRim2WidthAdd = _AudioLinkRim2WidthAdd;
AudioLinkRim2EmissionBand = _AudioLinkRim2EmissionBand;
AudioLinkRim2EmissionAdd = _AudioLinkRim2EmissionAdd;
AudioLinkRim2BrightnessBand = _AudioLinkRim2BrightnessBand;
AudioLinkRim2BrightnessAdd = _AudioLinkRim2BrightnessAdd;
#endif
ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Is_NormalMapToRim2Light, _Rim2LightingInvert, _Rim2Power, _Rim2Strength, _Rim2ShadowWidth, _Rim2ShadowToggle, _Rim2Width, _Rim2BlendStrength, rim2Mask, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, rim2Color, _Rim2LightColor, _Rim2LightColorThemeIndex, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Sharpness, _Rim2ShadowMaskRampType, _Rim2ShadowMaskInvert, _Rim2ShadowMaskStrength, _Rim2ShadowAlpha, _Rim2ApplyGlobalMaskIndex, _Rim2ApplyGlobalMaskBlendType, _Rim2BaseColorMix, _Rim2Brightness, _Rim2BlendMode, AudioLinkRim2WidthBand, AudioLinkRim2WidthAdd, AudioLinkRim2EmissionBand, AudioLinkRim2EmissionAdd, AudioLinkRim2BrightnessBand, AudioLinkRim2BrightnessAdd, _Rim2Clamp);
#endif
#ifdef _RIM2STYLE_UTS2
#if defined(PROP_SET_RIM2LIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float Set_Rim2LightMask_var = POI2D_SAMPLER_PAN(_Set_Rim2LightMask, _MainTex, poiUV(poiMesh.uv[_Set_Rim2LightMaskUV], _Set_Rim2LightMask_ST), _Set_Rim2LightMaskPan).g;
#else
float Set_Rim2LightMask_var = 1;
#endif
ApplyUTS2RimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, Set_Rim2LightMask_var, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, _Rim2LightColor, _Rim2LightColorThemeIndex, _Is_LightColor_Rim2Light, _Is_NormalMapToRim2Light, _Rim2Light_Power, _Rim2Light_InsideMask, _Rim2Light_FeatherOff, _LightDirection_MaskOn2, _Tweak_LightDirection_MaskLevel2, _Add_Antipodean_Rim2Light, _Ap_Rim2LightColor, _Rim2ApColorThemeIndex, _Is_LightColor_Ap_Rim2Light, _Ap_Rim2Light_Power, _Ap_Rim2Light_FeatherOff, _Tweak_Rim2LightMaskLevel, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Clamp);
#endif
#ifdef _RIM2STYLE_LILTOON
#if defined(PROP_RIM2COLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 rim2ColorTex = POI2D_SAMPLER_PAN(_Rim2ColorTex, _MainTex, poiUV(poiMesh.uv[_Rim2ColorTexUV], _Rim2ColorTex_ST), _Rim2ColorTexPan);
#else
float4 rim2ColorTex = 1;
#endif
ApplyLiltoonRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Rim2Color, _Rim2IndirColor, rim2ColorTex, _Rim2MainStrength, _Rim2NormalStrength, _Rim2DirRange, _Rim2IndirRange, _Rim2FresnelPower, _Rim2BackfaceMask, _Rim2DirStrength, _Rim2Border, _Rim2Blur, _Rim2IndirBorder, _Rim2IndirBlur, _Rim2ShadowMask, _Rim2EnableLighting, _Rim2VRParallaxStrength, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Clamp);
#endif
#endif
//endex
//ifex _EnableDepthRimLighting==0
#ifdef _POI_DEPTH_RIMLIGHT
if (!IsInMirror())
{
ApplyDepthRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods);
}
#endif
//endex
//ifex _GlitterEnable==0
#ifdef _SUNDISK_SIMPLE
applyGlitter(poiFragData, poiMesh, poiCam, poiLight, poiMods);
#endif
//endex
//ifex _StylizedSpecular==0
#ifdef POI_STYLIZED_StylizedSpecular
stylizedSpecular(poiFragData, poiCam, poiLight, poiMesh, poiMods);
#endif
//endex
//ifex _EnablePathing==0
#ifdef POI_PATHING
// Only run pathing if a map exists.
#if defined(PROP_PATHINGMAP) || !defined(OPTIMIZER_ENABLED)
applyPathing(poiFragData, poiMesh, poiMods);
#endif
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
applyMirror(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableIridescence==0
#ifdef POI_IRIDESCENCE
applyIridescence(poiFragData, poiMesh, poiCam, poiMods);
#endif
//endex
//ifex _TextEnabled==0
#ifdef EFFECT_BUMP
ApplyTextOverlayColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _PoiInternalParallax==0
#ifdef POI_INTERNALPARALLAX
applyInternalParallax(poiFragData, poiMesh, poiCam);
#endif
//endex
//ifex _EnableTruchet!=1
#ifdef POI_TRUCHET
applyTruchet(poiFragData, poiMesh, poiMods);
#endif
//endex
UNITY_BRANCH
if (_AlphaPremultiply)
{
poiFragData.baseColor *= saturate(poiFragData.alpha);
}
poiFragData.finalColor = poiFragData.baseColor;
poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
//ifex _SubsurfaceScattering==0
#ifdef POI_SUBSURFACESCATTERING
applySubsurfaceScattering(poiCam, poiLight, poiMesh);
#endif
//endex
//ifex _MochieBRDF==0
#ifdef MOCHIE_PBR
MochieBRDF(poiFragData, poiCam, poiLight, poiMesh, poiMods);
#endif
//endex
//ifex _ClearCoatBRDF==0
#ifdef POI_CLEARCOAT
poiClearCoat(poiFragData, poiCam, poiLight, poiMesh, poiMods);
#endif
//endex
//ifex _EnableEnvironmentalRim==0
#ifdef POI_ENVIRORIM
applyEnvironmentRim(poiFragData, poiMesh, poiCam);
#endif
//endex
//ifex _EnableTouchGlow==0
#ifdef GRAIN
applyDepthFX(poiFragData, poiCam, poiMesh, poiMods);
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
ApplyBacklight(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//ifex _FXProximityColor==0
if (_FXProximityColor)
{
float3 position = _FXProximityColorType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.finalColor *= lerp(poiThemeColor(poiMods, _FXProximityColorMinColor.rgb, _FXProximityColorMinColorThemeIndex), poiThemeColor(poiMods, _FXProximityColorMaxColor.rgb, _FXProximityColorMaxColorThemeIndex), smoothstep(_FXProximityColorMinDistance, _FXProximityColorMaxDistance, distance(position, poiCam.worldPos)));
if (_FXProximityColorBackFace)
{
poiFragData.finalColor = lerp(poiFragData.finalColor * _FXProximityColorMinColor.rgb, poiFragData.finalColor, saturate(poiMesh.isFrontFace));
}
}
//endex
//ifex _EnableEmission==0 && _EnableEmission1==0 && _EnableEmission2==0 && _EnableEmission3==0
#if defined(_EMISSION) || defined(POI_EMISSION_1) || defined(POI_EMISSION_2) || defined(POI_EMISSION_3)
float3 emissionBaseReplace = 0;
#endif
//endex
//ifex _EnableEmission==0
#ifdef _EMISSION
emissionBaseReplace += applyEmission(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//ifex _EnableEmission1==0
#ifdef POI_EMISSION_1
emissionBaseReplace += applyEmission1(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//ifex _EnableEmission2==0
#ifdef POI_EMISSION_2
emissionBaseReplace += applyEmission2(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//ifex _EnableEmission3==0
#ifdef POI_EMISSION_3
emissionBaseReplace += applyEmission3(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//ifex _EnableEmission==0 && _EnableEmission1==0 && _EnableEmission2==0 && _EnableEmission3==0
#if defined(_EMISSION) || defined(POI_EMISSION_1) || defined(POI_EMISSION_2) || defined(POI_EMISSION_3)
poiFragData.finalColor.rgb = lerp(poiFragData.finalColor.rgb, saturate(emissionBaseReplace), poiMax(emissionBaseReplace));
#endif
//endex
//UNITY_BRANCH
if (_IgnoreFog == 0)
{
UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
}
poiFragData.alpha = _AlphaForceOpaque ? 1 : poiFragData.alpha;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
ApplyAlphaToCoverage(poiFragData, poiMesh);
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
applyDithering(poiFragData, poiCam);
//endex
poiFragData.finalColor += poiLight.finalLightAdd;
#ifdef UNITY_PASS_FORWARDBASE
poiFragData.emission = max(poiFragData.emission * _PPEmissionMultiplier, 0);
poiFragData.finalColor = max(poiFragData.finalColor * _PPFinalColorMultiplier, 0);
#endif
//ifex _PostProcess==0
#ifdef POSTPROCESS
applyPostProcessing(poiFragData, poiMesh);
#endif
//endex
if (_Mode == POI_MODE_OPAQUE)
{
poiFragData.alpha = 1;
}
clip(poiFragData.alpha - _Cutoff);
if (_Mode == POI_MODE_CUTOUT && !_AlphaToCoverage)
{
poiFragData.alpha = 1;
}
return float4(poiFragData.finalColor + poiFragData.emission * poiMods.globalEmission, poiFragData.alpha) + POI_SAFE_RGB0;
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardBase" }
Stencil
{
Ref [_OutlineStencilRef]
ReadMask [_OutlineStencilReadMask]
WriteMask [_OutlineStencilWriteMask]
//ifex _OutlineStencilType==1
Comp [_OutlineStencilCompareFunction]
Pass [_OutlineStencilPassOp]
Fail [_OutlineStencilFailOp]
ZFail [_OutlineStencilZFailOp]
//endex
//ifex _OutlineStencilType==0
CompBack [_OutlineStencilBackCompareFunction]
PassBack [_OutlineStencilBackPassOp]
FailBack [_OutlineStencilBackFailOp]
ZFailBack [_OutlineStencilBackZFailOp]
CompFront [_OutlineStencilFrontCompareFunction]
PassFront [_OutlineStencilFrontPassOp]
FailFront [_OutlineStencilFrontFailOp]
ZFailFront [_OutlineStencilFrontZFailOp]
//endex
}
/*
ColorMask [_ColorMask]
BlendOp [_BlendOp], [_BlendOpAlpha]
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
AlphaToMask [_AlphaToCoverage]
Cull [_OutlineCull]
*/
AlphaToMask [_AlphaToCoverage]
ZTest [_OutlineZTest]
Cull [_OutlineCull]
BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
CGPROGRAM
/*
// Disable warnings we aren't interested in
#if defined(UNITY_COMPILER_HLSL)
#pragma warning(disable : 3205) // conversion of larger type to smaller
#pragma warning(disable : 3568) // unknown pragma ignored
#pragma warning(disable : 3571) // "pow(f,e) will not work for negative f"; however in majority of our calls to pow we know f is not negative
#pragma warning(disable : 3206) // implicit truncation of vector type
#endif
*/
#pragma target 5.0
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
#pragma shader_feature_local _STOCHASTICMODE_DELIOT_HEITZ _STOCHASTICMODE_HEXTILE _STOCHASTICMODE_NONE
//ifex _GlobalMaskTexturesEnable==0
#pragma shader_feature_local POI_GLOBALMASK_TEXTURES
//endex
//ifex _EnableUDIMDiscardOptions==0
#pragma shader_feature_local POI_UDIMDISCARD
//endex
//ifex _EnableDistortion==0
#pragma shader_feature USER_LUT
//endex
//ifex _PoiParallax==0
#pragma shader_feature_local POI_PARALLAX
//endex
//ifex _EnableAudioLink==0
#pragma shader_feature_local POI_AUDIOLINK
//endex
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_ENABLE
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE
#pragma shader_feature_local POI_VERTEXLIGHT_ON
//ifex _MainColorAdjustToggle==0
#pragma shader_feature COLOR_GRADING_HDR
//endex
//#pragma shader_feature KEYWORD
//ifex _DetailEnabled==0
#pragma shader_feature FINALPASS
//endex
//ifex _VertexManipulationsEnabled==0
#pragma shader_feature AUTO_EXPOSURE
//endex
//ifex _VertexGlitchingEnabled==0
#pragma shader_feature_local POI_VERTEX_GLITCHING
#pragma shader_feature_local POI_VERTEX_GLITCHING_TEXTURE
//endex
//ifex _EnableDepthBulge==0
#pragma shader_feature_local POI_DEPTHBULGE
//endex
//ifex _BackFaceEnabled!=1
#pragma shader_feature_local POI_BACKFACE
//endex
//ifex _RGBMaskEnabled==0
#pragma shader_feature VIGNETTE
#pragma shader_feature GEOM_TYPE_MESH
//endex
//ifex _DecalEnabled==0
#pragma shader_feature GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#pragma shader_feature GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
//endex
//ifex _EnableDissolve==0
#pragma shader_feature DISTORT
//endex
//ifex _ShadingEnabled==0
#pragma shader_feature_local VIGNETTE_MASKED
#pragma shader_feature_local _LIGHTINGMODE_TEXTURERAMP _LIGHTINGMODE_MULTILAYER_MATH _LIGHTINGMODE_SHADEMAP _LIGHTINGMODE_REALISTIC _LIGHTINGMODE_WRAPPED _LIGHTINGMODE_SKIN _LIGHTINGMODE_FLAT _LIGHTINGMODE_CLOTH _LIGHTINGMODE_SDF
//endex
//ifex _EnableAniso==0
#pragma shader_feature_local POI_ANISOTROPICS
//endex
//ifex _MatcapEnable==0
#pragma shader_feature_local POI_MATCAP0
#pragma shader_feature_local POI_MATCAP0_CUSTOM_NORMAL
//endex
//ifex _Matcap2Enable==0
#pragma shader_feature COLOR_GRADING_HDR_3D
#pragma shader_feature_local POI_MATCAP1_CUSTOM_NORMAL
//endex
//ifex _Matcap3Enable==0
#pragma shader_feature_local POI_MATCAP2
#pragma shader_feature_local POI_MATCAP2_CUSTOM_NORMAL
//endex
//ifex _Matcap4Enable==0
#pragma shader_feature_local POI_MATCAP3
#pragma shader_feature_local POI_MATCAP3_CUSTOM_NORMAL
//endex
//ifex _CubeMapEnabled==0
#pragma shader_feature_local _CUBEMAP
//endex
//ifex _EnableALDecal==0
#pragma shader_feature_local POI_AL_DECAL
//endex
//ifex _EnableFlipbook==0
#pragma shader_feature _SUNDISK_HIGH_QUALITY
//endex
//ifex _EnableEmission==0
#pragma shader_feature _EMISSION
//endex
//ifex _EnableEmission1==0
#pragma shader_feature_local POI_EMISSION_1
//endex
//ifex _EnableEmission2==0
#pragma shader_feature_local POI_EMISSION_2
//endex
//ifex _EnableEmission3==0
#pragma shader_feature_local POI_EMISSION_3
//endex
//ifex _EnableRimLighting==0
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _RIMSTYLE_POIYOMI _RIMSTYLE_UTS2 _RIMSTYLE_LILTOON
//endex
//ifex _EnableRim2Lighting==0
#pragma shader_feature_local POI_RIM2
#pragma shader_feature_local _RIM2STYLE_POIYOMI _RIM2STYLE_UTS2 _RIM2STYLE_LILTOON
//endex
//ifex _EnableDepthRimLighting==0
#pragma shader_feature_local _POI_DEPTH_RIMLIGHT
//endex
//ifex _GlitterEnable==0
#pragma shader_feature _SUNDISK_SIMPLE
//endex
//ifex _SubsurfaceScattering==0
#pragma shader_feature_local POI_SUBSURFACESCATTERING
//endex
//ifex _MochieBRDF==0
#pragma shader_feature_local MOCHIE_PBR
//endex
//ifex _ClearCoatBRDF==0
#pragma shader_feature_local POI_CLEARCOAT
//endex
//ifex _EnableEnvironmentalRim==0
#pragma shader_feature_local POI_ENVIRORIM
//endex
//ifex _StylizedSpecular==0
#pragma shader_feature_local POI_STYLIZED_StylizedSpecular
//endex
//ifex _EnablePathing==0
#pragma shader_feature_local POI_PATHING
//endex
//ifex _EnableMirrorOptions==0
#pragma shader_feature_local POI_MIRROR
//endex
//ifex _EnableTouchGlow==0
#pragma shader_feature GRAIN
//endex
//ifex _EnableIridescence==0
#pragma shader_feature_local POI_IRIDESCENCE
//endex
//ifex _BlackLightMaskingEnabled==0
#pragma shader_feature_local POI_BLACKLIGHTMASKING
//endex
//ifex _TextEnabled==0
#pragma shader_feature EFFECT_BUMP
//endex
//ifex _PostProcess==0
#pragma shader_feature_local POSTPROCESS
//endex
//ifex _TPSPenetratorEnabled==0
#pragma shader_feature_local TPS_Penetrator
#pragma shader_feature_local TPS_IsSkinnedMesh
//endex
//ifex _NormalCorrect==0
#pragma shader_feature_local POI_NORMALCORRECT
//endex
//ifex _PoiInternalParallax==0
#pragma shader_feature_local POI_INTERNALPARALLAX
//endex
//ifex _EnableTruchet!=1
#pragma shader_feature_local POI_TRUCHET
//endex
//ifex _BacklightEnabled!=1
#pragma shader_feature_local POI_BACKLIGHT
//endex
#pragma multi_compile_fwdbase
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile _ VERTEXLIGHT_ON
#define POI_PASS_OUTLINE
// UNITY Includes
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityPBSLighting.cginc"
#ifdef POI_PASS_META
#include "UnityMetaPass.cginc"
#endif
#pragma vertex vert
#pragma fragment frag
#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
#define PI float(3.14159265359)
#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
#define POI2D(tex, uv) (tex2D(tex, uv))
#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_MAINTEX_SAMPLER_PAN_INLINED(tex, poiMesh) (POI2D_SAMPLER_PAN(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan))
#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
#define POI_SAFE_RGBA mainTexture
#if defined(UNITY_COMPILER_HLSL)
#define PoiInitStruct(type, name) name = (type)0;
#else
#define PoiInitStruct(type, name)
#endif
#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
#define POI_NAN (asfloat(-1))
#define POI_MODE_OPAQUE 0
#define POI_MODE_CUTOUT 1
#define POI_MODE_FADE 2
#define POI_MODE_TRANSPARENT 3
#define POI_MODE_ADDITIVE 4
#define POI_MODE_SOFTADDITIVE 5
#define POI_MODE_MULTIPLICATIVE 6
#define POI_MODE_2XMULTIPLICATIVE 7
#define POI_MODE_TRANSCLIPPING 9
/*
Texture2D ;
float4 _ST;
float2 Pan;
float UV;
float Stochastic;
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7 )]
*/
#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
//ifex _EnableAudioLink==0
// Map of where features in AudioLink are.
#define ALPASS_DFT uint2(0,4) //Size: 128, 2
#define ALPASS_WAVEFORM uint2(0,6) //Size: 128, 16
#define ALPASS_AUDIOLINK uint2(0,0) //Size: 128, 4
#define ALPASS_AUDIOBASS uint2(0,0) //Size: 128, 1
#define ALPASS_AUDIOLOWMIDS uint2(0,1) //Size: 128, 1
#define ALPASS_AUDIOHIGHMIDS uint2(0,2) //Size: 128, 1
#define ALPASS_AUDIOTREBLE uint2(0,3) //Size: 128, 1
#define ALPASS_AUDIOLINKHISTORY uint2(1,0) //Size: 127, 4
#define ALPASS_GENERALVU uint2(0,22) //Size: 12, 1
#define ALPASS_CCINTERNAL uint2(12,22) //Size: 12, 2
#define ALPASS_CCCOLORS uint2(25,22) //Size: 11, 1
#define ALPASS_CCSTRIP uint2(0,24) //Size: 128, 1
#define ALPASS_CCLIGHTS uint2(0,25) //Size: 128, 2
#define ALPASS_AUTOCORRELATOR uint2(0,27) //Size: 128, 1
#define ALPASS_GENERALVU_INSTANCE_TIME uint2(2,22)
#define ALPASS_GENERALVU_LOCAL_TIME uint2(3,22)
#define ALPASS_GENERALVU_NETWORK_TIME uint2(4,22)
#define ALPASS_GENERALVU_PLAYERINFO uint2(6,22)
// Added in version 2.5
#define ALPASS_FILTEREDAUDIOLINK uint2(0,28) //Size: 16, 4
// Added in version 2.6
#define ALPASS_CHRONOTENSITY uint2(16,28) //Size: 8, 4
#define ALPASS_THEME_COLOR0 uint2(0,23)
#define ALPASS_THEME_COLOR1 uint2(1,23)
#define ALPASS_THEME_COLOR2 uint2(2,23)
#define ALPASS_THEME_COLOR3 uint2(3,23)
#define ALPASS_FILTEREDVU uint2(24,28) //Size: 4, 4
#define ALPASS_FILTEREDVU_INTENSITY uint2(24,28) //Size: 4, 1
#define ALPASS_FILTEREDVU_MARKER uint2(24,29) //Size: 4, 1
// Some basic constants to use (Note, these should be compatible with
// future version of AudioLink, but may change.
#define AUDIOLINK_SAMPHIST 3069 // Internal use for algos, do not change.
#define AUDIOLINK_SAMPLEDATA24 2046
#define AUDIOLINK_EXPBINS 24
#define AUDIOLINK_EXPOCT 10
#define AUDIOLINK_ETOTALBINS (AUDIOLINK_EXPBINS * AUDIOLINK_EXPOCT)
#define AUDIOLINK_WIDTH 128
#define AUDIOLINK_SPS 48000 // Samples per second
#define AUDIOLINK_ROOTNOTE 0
#define AUDIOLINK_4BAND_FREQFLOOR 0.123
#define AUDIOLINK_4BAND_FREQCEILING 1
#define AUDIOLINK_BOTTOM_FREQUENCY 13.75
#define AUDIOLINK_BASE_AMPLITUDE 2.5
#define AUDIOLINK_DELAY_COEFFICIENT_MIN 0.3
#define AUDIOLINK_DELAY_COEFFICIENT_MAX 0.9
#define AUDIOLINK_DFT_Q 4.0
#define AUDIOLINK_TREBLE_CORRECTION 5.0
// ColorChord constants
#define COLORCHORD_EMAXBIN 192
#define COLORCHORD_IIR_DECAY_1 0.90
#define COLORCHORD_IIR_DECAY_2 0.85
#define COLORCHORD_CONSTANT_DECAY_1 0.01
#define COLORCHORD_CONSTANT_DECAY_2 0.0
#define COLORCHORD_NOTE_CLOSEST 3.0
#define COLORCHORD_NEW_NOTE_GAIN 8.0
#define COLORCHORD_MAX_NOTES 10
uniform float4 _AudioTexture_TexelSize;
#ifdef SHADER_TARGET_SURFACE_ANALYSIS
#define AUDIOLINK_STANDARD_INDEXING
#endif
// Mechanism to index into texture.
#ifdef AUDIOLINK_STANDARD_INDEXING
sampler2D _AudioTexture;
#define AudioLinkData(xycoord) tex2Dlod(_AudioTexture, float4(uint2(xycoord) * _AudioTexture_TexelSize.xy, 0, 0))
#else
uniform Texture2D _AudioTexture;
SamplerState sampler_AudioTexture;
#define AudioLinkData(xycoord) _AudioTexture[uint2(xycoord)]
#endif
uniform sampler2D _Stored;
uniform float4 _Stored_TexelSize;
#define LumaData(x,y) tex2Dlod(_Stored, float4(x, y, 0, 0))
//endex
float _Mode;
float _StochasticDeliotHeitzDensity;
float _StochasticHexGridDensity;
float _StochasticHexRotationStrength;
float _StochasticHexFallOffContrast;
float _StochasticHexFallOffPower;
float4 _GlobalThemeColor0;
float4 _GlobalThemeColor1;
float4 _GlobalThemeColor2;
float4 _GlobalThemeColor3;
float _GlobalThemeHue0;
float _GlobalThemeHue1;
float _GlobalThemeHue2;
float _GlobalThemeHue3;
float _GlobalThemeHueSpeed0;
float _GlobalThemeHueSpeed1;
float _GlobalThemeHueSpeed2;
float _GlobalThemeHueSpeed3;
float _GlobalThemeSaturation0;
float _GlobalThemeSaturation1;
float _GlobalThemeSaturation2;
float _GlobalThemeSaturation3;
float _GlobalThemeValue0;
float _GlobalThemeValue1;
float _GlobalThemeValue2;
float _GlobalThemeValue3;
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
float _UDIMDiscardMode;
float _UDIMDiscardUV;
float _UDIMDiscardRow3_0;
float _UDIMDiscardRow3_1;
float _UDIMDiscardRow3_2;
float _UDIMDiscardRow3_3;
float _UDIMDiscardRow2_0;
float _UDIMDiscardRow2_1;
float _UDIMDiscardRow2_2;
float _UDIMDiscardRow2_3;
float _UDIMDiscardRow1_0;
float _UDIMDiscardRow1_1;
float _UDIMDiscardRow1_2;
float _UDIMDiscardRow1_3;
float _UDIMDiscardRow0_0;
float _UDIMDiscardRow0_1;
float _UDIMDiscardRow0_2;
float _UDIMDiscardRow0_3;
#endif
//endex
//ifex _EnableDistortion==0
#ifdef USER_LUT
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture;
float4 _DistortionFlowTexture_ST;
float2 _DistortionFlowTexturePan;
float _DistortionFlowTextureUV;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture1;
float4 _DistortionFlowTexture1_ST;
float2 _DistortionFlowTexture1Pan;
float _DistortionFlowTexture1UV;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionMask;
float4 _DistortionMask_ST;
float2 _DistortionMaskPan;
float _DistortionMaskUV;
float _DistortionMaskChannel;
#endif
float _DistortionUvToDistort;
float _DistortionStrength;
float _DistortionStrength1;
#ifdef POI_AUDIOLINK
half _EnableDistortionAudioLink;
half2 _DistortionStrengthAudioLink;
half _DistortionStrengthAudioLinkBand;
half2 _DistortionStrength1AudioLink;
half _DistortionStrength1AudioLinkBand;
#endif
#endif
//endex
float _StereoEnabled;
float _PolarUV;
float2 _PolarCenter;
float _PolarRadialScale;
float _PolarLengthScale;
float _PolarSpiralPower;
float _PanoUseBothEyes;
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
float _AudioLinkDelay;
float _AudioLinkAnimToggle;
float _DebugWaveform;
float _DebugDFT;
float _DebugBass;
float _DebugLowMids;
float _DebugHighMids;
float _DebugTreble;
float _DebugCCColors;
float _DebugCCStrip;
float _DebugCCLights;
float _DebugAutocorrelator;
float _DebugChronotensity;
float _AudioLinkCCStripY;
#endif
//endex
#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingAOMaps;
#endif
float4 _LightingAOMaps_ST;
float2 _LightingAOMapsPan;
float _LightingAOMapsUV;
float _LightDataAOStrengthR;
float _LightDataAOStrengthG;
float _LightDataAOStrengthB;
float _LightDataAOStrengthA;
#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingDetailShadowMaps;
#endif
float4 _LightingDetailShadowMaps_ST;
float2 _LightingDetailShadowMapsPan;
float _LightingDetailShadowMapsUV;
float _LightingDetailShadowStrengthR;
float _LightingDetailShadowStrengthG;
float _LightingDetailShadowStrengthB;
float _LightingDetailShadowStrengthA;
float _LightingAddDetailShadowStrengthR;
float _LightingAddDetailShadowStrengthG;
float _LightingAddDetailShadowStrengthB;
float _LightingAddDetailShadowStrengthA;
#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingShadowMasks;
#endif
float4 _LightingShadowMasks_ST;
float2 _LightingShadowMasksPan;
float _LightingShadowMasksUV;
float _LightingShadowMaskStrengthR;
float _LightingShadowMaskStrengthG;
float _LightingShadowMaskStrengthB;
float _LightingShadowMaskStrengthA;
// Lighting Data
float _Unlit_Intensity;
float _LightingColorMode;
float _LightingMapMode;
float _LightingDirectionMode;
float3 _LightngForcedDirection;
float _LightingIndirectUsesNormals;
float _LightingCapEnabled;
float _LightingCap;
float _LightingForceColorEnabled;
float3 _LightingForcedColor;
float _LightingForcedColorThemeIndex;
float _LightingCastedShadows;
float _LightingMonochromatic;
float _LightingAdditiveMonochromatic;
float _LightingMinLightBrightness;
// Additive Lighting Data
float _LightingAdditiveLimited;
float _LightingAdditiveLimit;
float _LightingAdditivePassthrough;
// Lighting Data Debug
float _LightDataDebugEnabled;
float _LightingDebugVisualize;
float _IgnoreFog;
float _RenderingReduceClipDistance;
float _AddBlendOp;
float4 _Color;
float _ColorThemeIndex;
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _MainPixelMode;
float4 _MainTex_ST;
float2 _MainTexPan;
float _MainTexUV;
float4 _MainTex_TexelSize;
float _MainTexStochastic;
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _BumpMap;
#endif
float4 _BumpMap_ST;
float2 _BumpMapPan;
float _BumpMapUV;
float _BumpScale;
float _BumpMapStochastic;
Texture2D _ClippingMask;
float4 _ClippingMask_ST;
float2 _ClippingMaskPan;
float _ClippingMaskUV;
float _Inverse_Clipping;
float _Cutoff;
//ifex _MainColorAdjustToggle==0
float _MainColorAdjustToggle;
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MainColorAdjustTexture;
#endif
float4 _MainColorAdjustTexture_ST;
float2 _MainColorAdjustTexturePan;
float _MainColorAdjustTextureUV;
float _MainHueShiftToggle;
float _MainHueShiftReplace;
float _MainHueShift;
float _MainHueShiftSpeed;
float _Saturation;
float _MainBrightness;
float _MainHueALCTEnabled;
float _MainALHueShiftBand;
float _MainALHueShiftCTIndex;
float _MainHueALMotionSpeed;
float _MainHueGlobalMask;
float _MainHueGlobalMaskBlendType;
float _MainSaturationGlobalMask;
float _MainSaturationGlobalMaskBlendType;
float _MainBrightnessGlobalMask;
float _MainBrightnessGlobalMaskBlendType;
//endex
SamplerState sampler_linear_clamp;
SamplerState sampler_linear_repeat;
float _AlphaForceOpaque;
float _AlphaMod;
float _AlphaPremultiply;
float _AlphaBoostFA;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
float _AlphaToCoverage;
float _AlphaSharpenedA2C;
float _AlphaMipScale;
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
float _AlphaDithering;
float _AlphaDitherGradient;
//endex
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
float _AlphaDistanceFade;
float _AlphaDistanceFadeType;
float _AlphaDistanceFadeMinAlpha;
float _AlphaDistanceFadeMaxAlpha;
float _AlphaDistanceFadeMin;
float _AlphaDistanceFadeMax;
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
float _AlphaFresnel;
float _AlphaFresnelAlpha;
float _AlphaFresnelSharpness;
float _AlphaFresnelWidth;
float _AlphaFresnelInvert;
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
float _AlphaAngular;
float _AngleType;
float _AngleCompareTo;
float3 _AngleForwardDirection;
float _CameraAngleMin;
float _CameraAngleMax;
float _ModelAngleMin;
float _ModelAngleMax;
float _AngleMinAlpha;
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
float _AlphaAudioLinkEnabled;
float2 _AlphaAudioLinkAddRange;
float _AlphaAudioLinkAddBand;
//endex
float _AlphaGlobalMask;
float _AlphaGlobalMaskBlendType;
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 _VertexManipulationLocalTranslation;
float4 _VertexManipulationLocalRotation;
float3 _VertexManipulationLocalRotationSpeed;
float4 _VertexManipulationLocalScale;
float4 _VertexManipulationWorldTranslation;
float _VertexManipulationHeight;
sampler2D _VertexManipulationHeightMask;
float4 _VertexManipulationHeightMask_ST;
float2 _VertexManipulationHeightMaskPan;
float _VertexManipulationHeightMaskUV;
float _VertexManipulationHeightMaskChannel;
float _VertexManipulationHeightBias;
float _VertexRoundingEnabled;
int _VertexRoundingSpace;
float _VertexRoundingDivision;
//AL
float _VertexAudioLinkEnabled;
float3 _VertexLocalTranslationALMin;
float3 _VertexLocalTranslationALMax;
float _VertexLocalTranslationALBand;
float3 _VertexLocalRotationAL;
float _VertexLocalRotationALBand;
float3 _VertexLocalRotationCTALSpeed;
float _VertexLocalRotationCTALBandX;
float _VertexLocalRotationCTALBandY;
float _VertexLocalRotationCTALBandZ;
float _VertexLocalRotationCTALTypeX;
float _VertexLocalRotationCTALTypeY;
float _VertexLocalRotationCTALTypeZ;
float4 _VertexLocalScaleALMin;
float4 _VertexLocalScaleALMax;
float _VertexLocalScaleALBand;
float3 _VertexWorldTranslationALMin;
float3 _VertexWorldTranslationALMax;
float _VertexWorldTranslationALBand;
float2 _VertexManipulationHeightAL;
float _VertexManipulationHeightBand;
float2 _VertexRoundingRangeAL;
float _VertexRoundingRangeBand;
float _VertexBarrelMode;
float _VertexBarrelWidth;
float _VertexBarrelAlpha;
float _VertexBarrelHeight;
#endif
//endex
//ifex _VertexGlitchingEnabled==0
#ifdef POI_VERTEX_GLITCHING
//Vertex Glitching
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
float _VertexGlitchingUseTexture;
sampler2D _VertexGlitchMap;
float4 _VertexGlitchMap_ST;
#endif
float _VertexGlitchThreshold;
float _VertexGlitchFrequency;
float _VertexGlitchStrength;
float _VertexGlitchDensity;
float _VertexGlitchMirrorEnable;
float _VertexGlitchMirror;
float _VertexGlitchMapPanSpeed;
float _VertexGlitchingAudioLinkEnabled;
float _VertexGlitchingAudioLinkBand;
float _VertexGlitchingAudiolinkOverride;
#endif
//endex
//ifex _MainVertexColoringEnabled==0
float _MainVertexColoringEnabled;
float _MainVertexColoringLinearSpace;
float _MainVertexColoring;
float _MainUseVertexColorAlpha;
//endex
#ifdef POI_PASS_OUTLINE
// outline Vertex Options
float _OutlineExpansionMode;
float4 _OutlinePersonaDirection;
float4 _OutlineDropShadowOffset;
float _OutlineUseVertexColorNormals;
float _OutlineVertexColorMask;
float _OutlineVertexColorMaskStrength;
float _OutlineFixedSize;
float _EnableOutlines;
float _OutlinesMaxDistance;
float _LineWidth;
float _OutlineEmission;
float4 _LineColor;
float _OutlineOverrideAlpha;
float _OutlineSpace;
texture2D _OutlineTexture; //TODO make this dynamically not read for lock in
float4 _OutlineTexture_ST;
float2 _OutlineTexturePan;
float _OutlineTextureUV;
float4 _OutlineFadeDistance;
float4 _OutlineGlobalPan;
sampler2D _OutlineMask;
float4 _OutlineMask_ST;
float2 _OutlineMaskPan;
float _OutlineMaskUV;
float _OutlineMaskChannel;
float _OutlineRimLightBlend;
float _OutlineLit;
float _OutlineTintMix;
half _OutlineHueOffset;
half _OutlineHueShift;
half _OutlineHueOffsetSpeed;
float _PoiUTSStyleOutlineBlend;
float _OutlineAlphaDistanceFade;
float _OutlineAlphaDistanceFadeType;
float _OutlineAlphaDistanceFadeMinAlpha;
float _OutlineAlphaDistanceFadeMaxAlpha;
float _OutlineAlphaDistanceFadeMin;
float _OutlineAlphaDistanceFadeMax;
float _OutlineShadowStrength;
float _LineColorThemeIndex;
float _Offset_Z;
float _OutlineClipAtZeroWidth;
#ifdef POI_AUDIOLINK
float _AudioLinkOutlineSizeBand;
float2 _AudioLinkOutlineSize;
float _AudioLinkOutlineEmissionBand;
float2 _AudioLinkOutlineEmission;
#endif
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
float _DissolveType;
float _DissolveEdgeWidth;
float4 _DissolveEdgeColor;
sampler2D _DissolveEdgeGradient;
float4 _DissolveEdgeGradient_ST;
float2 _DissolveEdgeGradientPan;
float _DissolveEdgeGradientUV;
float _DissolveEdgeEmission;
float4 _DissolveTextureColor;
float _DissolveEdgeColorThemeIndex;
float _DissolveTextureColorThemeIndex;
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveToTexture;
#endif
float4 _DissolveToTexture_ST;
float2 _DissolveToTexturePan;
float _DissolveToTextureUV;
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveNoiseTexture;
#endif
float4 _DissolveNoiseTexture_ST;
float2 _DissolveNoiseTexturePan;
float _DissolveNoiseTextureUV;
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveDetailNoise;
#endif
float4 _DissolveDetailNoise_ST;
float2 _DissolveDetailNoisePan;
float _DissolveDetailNoiseUV;
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveMask;
#endif
float4 _DissolveMask_ST;
float2 _DissolveMaskPan;
float _DissolveMaskUV;
float _DissolveMaskGlobalMask;
float _DissolveMaskGlobalMaskBlendType;
float _DissolveMaskInvert;
float _DissolveAlpha;
float _ContinuousDissolve;
float _DissolveDetailStrength;
float _DissolveDetailEdgeSmoothing;
float _DissolveEdgeHardness;
float _DissolveInvertNoise;
float _DissolveInvertDetailNoise;
float _DissolveToEmissionStrength;
// Point to Point
float _DissolveP2PWorldLocal;
float _DissolveP2PEdgeLength;
float _DissolveP2PClamp;
float4 _DissolveStartPoint;
float4 _DissolveEndPoint;
// Spherical
float3 _SphericalDissolveCenter;
float _SphericalDissolveRadius;
float _SphericalDissolveInvert;
float _SphericalDissolveClamp;
// CenterOut
float _CenterOutDissolveMode;
float3 _CenterOutDissolveDirection;
float _CenterOutDissolveInvert;
float _CenterOutDissolveNormals;
float _CenterOutDissolvePower;
// World Dissolve
float _DissolveWorldShape;
float4 _DissolveShapePosition;
float4 _DissolveShapeRotation;
float _DissolveShapeScale;
float _DissolveInvertShape;
float _DissolveShapeEdgeLength;
// UV Tile Dissolve
float _UVTileDissolveEnabled;
float _UVTileDissolveDiscardAtMax;
float _UVTileDissolveUV;
float _UVTileDissolveAlpha_Row3_0;
float _UVTileDissolveAlpha_Row3_1;
float _UVTileDissolveAlpha_Row3_2;
float _UVTileDissolveAlpha_Row3_3;
float _UVTileDissolveAlpha_Row2_0;
float _UVTileDissolveAlpha_Row2_1;
float _UVTileDissolveAlpha_Row2_2;
float _UVTileDissolveAlpha_Row2_3;
float _UVTileDissolveAlpha_Row1_0;
float _UVTileDissolveAlpha_Row1_1;
float _UVTileDissolveAlpha_Row1_2;
float _UVTileDissolveAlpha_Row1_3;
float _UVTileDissolveAlpha_Row0_0;
float _UVTileDissolveAlpha_Row0_1;
float _UVTileDissolveAlpha_Row0_2;
float _UVTileDissolveAlpha_Row0_3;
float _DissolveAlpha0;
float _DissolveAlpha1;
float _DissolveAlpha2;
float _DissolveAlpha3;
float _DissolveAlpha4;
float _DissolveAlpha5;
float _DissolveAlpha6;
float _DissolveAlpha7;
float _DissolveAlpha8;
float _DissolveAlpha9;
// Masking
float _DissolveEmissionSide;
float _DissolveEmission1Side;
float _DissolveUseVertexColors;
float4 edgeColor;
float edgeAlpha;
float dissolveAlpha;
float4 dissolveToTexture;
float _DissolveHueShiftEnabled;
float _DissolveHueShiftSpeed;
float _DissolveHueShift;
float _DissolveEdgeHueShiftEnabled;
float _DissolveEdgeHueShiftSpeed;
float _DissolveEdgeHueShift;
// Audio Link
#ifdef POI_AUDIOLINK
fixed _EnableDissolveAudioLink;
half _AudioLinkDissolveAlphaBand;
float2 _AudioLinkDissolveAlpha;
half _AudioLinkDissolveDetailBand;
float2 _AudioLinkDissolveDetail;
#endif
#endif
//endex
//ifex _ShadingEnabled==0
// Toon Lighting
#ifdef _LIGHTINGMODE_TEXTURERAMP
UNITY_DECLARE_TEX2D(_ToonRamp);
#endif
float _ShadowOffset;
float _ShadowStrength;
float _LightingIgnoreAmbientColor;
// Math Toon Lighting
float _LightingGradientStart;
float _LightingGradientEnd;
float3 _LightingShadowColor;
float _LightingGradientStartWrap;
float _LightingGradientEndWrap;
// ShadeMap Lighting
#ifdef _LIGHTINGMODE_SHADEMAP
float3 _1st_ShadeColor;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _1st_ShadeMap;
#endif
float4 _1st_ShadeMap_ST;
float2 _1st_ShadeMapPan;
float _1st_ShadeMapUV;
float _Use_1stShadeMapAlpha_As_ShadowMask;
float _1stShadeMapMask_Inverse;
float _Use_BaseAs1st;
float3 _2nd_ShadeColor;
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _2nd_ShadeMap;
#endif
float4 _2nd_ShadeMap_ST;
float2 _2nd_ShadeMapPan;
float _2nd_ShadeMapUV;
float _Use_2ndShadeMapAlpha_As_ShadowMask;
float _2ndShadeMapMask_Inverse;
float _Use_1stAs2nd;
float _BaseColor_Step;
float _BaseShade_Feather;
float _ShadeColor_Step;
float _1st2nd_Shades_Feather;
float _ShadingShadeMapBlendType;
#endif
// Skin
#ifdef _LIGHTINGMODE_SKIN
sampler2D _SkinLUT;
float _SssScale;
#if defined(PROP_SKINTHICKNESS) || !defined(OPTIMIZER_ENABLED)
Texture2D _SkinThicknessMap;
#endif
float4 _SkinThicknessMap_ST;
float2 _SkinThicknessMapPan;
float _SkinThicknessMapUV;
float _SkinThicknessMapInvert;
float _SkinThicknessPower;
float _SssBumpBlur;
float3 _SssTransmissionAbsorption;
float3 _SssColorBleedAoWeights;
#endif
#ifdef _LIGHTINGMODE_MULTILAYER_MATH
float4 _ShadowColor;
float _LightingMulitlayerNonLinear;
#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _ShadowColorTex;
float4 _ShadowColorTex_ST;
float2 _ShadowColorTexPan;
float _ShadowColorTexUV;
#endif
#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _MultilayerMathBlurMap;
float4 _MultilayerMathBlurMap_ST;
float2 _MultilayerMathBlurMapPan;
float _MultilayerMathBlurMapUV;
#endif
float _ShadowBorder;
float _ShadowBlur;
float4 _Shadow2ndColor;
#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Shadow2ndColorTex;
float4 _Shadow2ndColorTex_ST;
float2 _Shadow2ndColorTexPan;
float _Shadow2ndColorTexUV;
#endif
float _Shadow2ndBorder;
float _Shadow2ndBlur;
float4 _Shadow3rdColor;
#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Shadow3rdColorTex;
float4 _Shadow3rdColorTex_ST;
float2 _Shadow3rdColorTexPan;
float _Shadow3rdColorTexUV;
#endif
float _Shadow3rdBorder;
float _Shadow3rdBlur;
float4 _ShadowBorderColor;
float _ShadowBorderRange;
float _ShadowMainStrength;
#endif
// Cloth
//ifex _LightingMode!=7
#ifdef _LIGHTINGMODE_CLOTH
Texture2D_float _ClothDFG;
SamplerState sampler_ClothDFG;
#if defined(PROP_CLOTHMETALLICSMOOTHNESSMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _ClothMetallicSmoothnessMap;
#endif
float4 _ClothMetallicSmoothnessMap_ST;
float2 _ClothMetallicSmoothnessMapPan;
float _ClothMetallicSmoothnessMapUV;
float _ClothMetallicSmoothnessMapInvert;
float _ClothLerp;
float _ClothMetallic;
float _ClothReflectance;
float _ClothSmoothness;
#endif
//endex
#ifdef _LIGHTINGMODE_SDF
#if defined(PROP_SDFSHADINGTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _SDFShadingTexture;
float _SDFShadingTextureUV;
float2 _SDFShadingTexturePan;
float4 _SDFShadingTexture_ST;
float _SDFBlur;
float4 _SDFForward;
float4 _SDFLeft;
#endif
#endif
// Additive
float _LightingAdditiveType;
float _LightingAdditiveGradientStart;
float _LightingAdditiveGradientEnd;
float _LightingAdditiveDetailStrength;
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
float _ALDecalUV;
float4 _ALUVScale;
float2 _ALUVPosition;
float _ALUVRotation;
float _ALUVRotationSpeed;
float4 _ALDecaldCircleDimensions;
float _ALDecalUVMode;
float _ALDecalVolumeStep;
float _ALDecalVolumeClipMin;
float _ALDecalVolumeClipMax;
float _ALDecalBandStep;
float _ALDecalBandClipMin;
float _ALDecalBandClipMax;
float _ALDecalShapeClip;
float _ALDecalShapeClipVolumeWidth;
float _ALDecalShapeClipBandWidth;
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _ALDecalColorMask;
float4 _ALDecalColorMask_ST;
float2 _ALDecalColorMaskPan;
float _ALDecalColorMaskUV;
#endif
float _ALDecalVolume;
float _ALDecalBaseBoost;
float _ALDecalTrebleBoost;
float _ALDecalLineWidth;
float _ALDecalVolumeColorSource;
float3 _ALDecalVolumeColorLow;
float _ALDecalVolumeColorLowThemeIndex;
float3 _ALDecalVolumeColorMid;
float _ALDecalVolumeColorMidThemeIndex;
float3 _ALDecalVolumeColorHigh;
float _ALDecalVolumeColorHighThemeIndex;
float _ALDecalLowEmission;
float _ALDecalMidEmission;
float _ALDecalHighEmission;
float _ALDecalBlendType;
float _ALDecalBlendAlpha;
float _ALDecalControlsAlpha;
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray);
float4 _FlipbookTexArray_ST;
float4 _FlipbookColor;
float _FlipbookColorThemeIndex;
float _FlipbookFPS;
// float _FlipbookTotalFrames;
float4 _FlipbookScaleOffset;
float4 _FlipbookSideOffset;
float _FlipbookTiled;
float _FlipbookManualFrameControl;
float _FlipbookCurrentFrame;
float _FlipbookStartAndEnd;
float _FlipbookStartFrame;
float _FlipbookEndFrame;
float _FlipbookEmissionStrength;
float _FlipbookRotation;
float _EnableFlipbook;
float _FlipbookTexArrayUV;
float _FlipbookAlphaControlsFinalAlpha;
float _FlipbookRotationSpeed;
float _FlipbookIntensityControlsAlpha;
float _FlipbookColorReplaces;
float2 _FlipbookTexArrayPan;
float _FlipbookFrameOffset;
// blending
float _FlipbookReplace;
float _FlipbookMultiply;
float _FlipbookAdd;
#if defined(PROP_FLIPBOOKMASSK) || !defined(OPTIMIZED_ENABLED)
Texture2D _FlipbookMask;
#endif
float4 _FlipbookMask_ST;
float2 _FlipbookMaskPan;
float _FlipbookMaskUV;
float _FlipbookMaskChannel;
float _FlipbookMaskGlobalMask;
float _FlipbookMaskGlobalMaskBlendType;
// anim
float _FlipbookMovementType;
float4 _FlipbookStartEndOffset;
float _FlipbookMovementSpeed;
// Crossfade
float _FlipbookCrossfadeEnabled;
float2 _FlipbookCrossfadeRange;
// Hueshift
float _FlipbookHueShiftEnabled;
float _FlipbookHueShiftSpeed;
float _FlipbookHueShift;
#ifdef POI_AUDIOLINK
float _FlipbookChronotensityEnabled;
float _FlipbookChronotensityBand;
float _FlipbookChronotensitySpeed;
float _FlipbookChronoType;
half _AudioLinkFlipbookScaleBand;
half4 _AudioLinkFlipbookScale;
half _AudioLinkFlipbookAlphaBand;
half2 _AudioLinkFlipbookAlpha;
half _AudioLinkFlipbookEmissionBand;
half2 _AudioLinkFlipbookEmission;
half _AudioLinkFlipbookFrameBand;
half2 _AudioLinkFlipbookFrame;
#endif
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float _VisibilityMode;
float _Mirror;
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MirrorTexture;
#endif
float4 _MirrorColor;
float _MirrorColorThemeIndex;
float _MirrorTextureBlendType;
float4 _MirrorTexture_ST;
float2 _MirrorTexturePan;
float _MirrorTextureUV;
float _VisibilityVRCRegular;
float _VisibilityVRCMirrorVR;
float _VisibilityVRCMirrorDesktop;
float _VisibilityVRCCameraVR;
float _VisibilityVRCCameraDesktop;
float _VisibilityVRCCameraScreenshot;
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
float _BlackLightMasking0Key;
float2 _BlackLightMasking0Range;
float _BlackLightMasking0GlobalMaskIndex;
float _BlackLightMasking0GlobalMaskBlendType;
float _BlackLightMasking1Key;
float2 _BlackLightMasking1Range;
float _BlackLightMasking1GlobalMaskIndex;
float _BlackLightMasking1GlobalMaskBlendType;
float _BlackLightMasking2Key;
float2 _BlackLightMasking2Range;
float _BlackLightMasking2GlobalMaskIndex;
float _BlackLightMasking2GlobalMaskBlendType;
float _BlackLightMasking3Key;
float2 _BlackLightMasking3Range;
float _BlackLightMasking3GlobalMaskIndex;
float _BlackLightMasking3GlobalMaskBlendType;
#endif
//endex
float _PPLightingMultiplier;
float _PPLightingAddition;
float _PPEmissionMultiplier;
float _PPFinalColorMultiplier;
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
float _TPS_AnimatedToggle;
float _TPS_PenetratorLength;
float3 _TPS_PenetratorScale;
float3 _TPS_PenetratorForward;
float3 _TPS_PenetratorRight;
float3 _TPS_PenetratorUp;
float _TPS_VertexColors;
float _TPS_MinimumOrificeDistance;
float _TPS_BezierStart;
float _TPS_SmoothStart;
float _TPS_BezierSmoothness;
float _TPS_Squeeze;
float _TPS_SqueezeDistance;
float _TPS_Buldge;
float _TPS_BuldgeDistance;
float _TPS_BuldgeFalloffDistance;
float _TPS_PumpingStrength;
float _TPS_PumpingSpeed;
float _TPS_PumpingWidth;
float _TPS_IdleSkrinkWidth;
float _TPS_IdleSkrinkLength;
float _TPS_BufferedDepthGlobalMaskIndex;
float _TPS_BufferedDepthGlobalMaskBlendType;
float _TPS_BufferedDepth;
float _TPS_BufferedStrength;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TPS_Grabpass);
#ifdef TPS_IsSkinnedMesh
UNITY_DECLARE_TEX2D_NOSAMPLER(_TPS_BakedMesh);
#else
sampler2D _TPS_BakedMesh;
#endif
#define ID_HOLE 0.41
#define ID_RING 0.42
#define ID_NORM 0.45
#define TPS_RECIEVER_DIST 0.01
#define PENETRATORTYPE_RING 1
#define PENETRATORTYPE_HOLE 2
#endif
//endex
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
float _NormalCorrectAmount;
float3 _NormalCorrectOrigin;
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
float4 _BacklightColor;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _BacklightColorTex;
float4 _BacklightColorTex_ST;
float2 _BacklightColorTexPan;
float _BacklightColorTexUV;
#endif
float _BacklightMainStrength;
float _BacklightNormalStrength;
float _BacklightBorder;
float _BacklightBlur;
float _BacklightDirectivity;
float _BacklightViewStrength;
int _BacklightReceiveShadow;
int _BacklightBackfaceMask;
#endif
//endex
//ifex _VideoEffectsEnable==0
float _VideoEffectsEnable;
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
sampler2D _VideoPixelTexture;
float4 _VideoPixelTexture_ST;
float _VideoPixelTextureUV;
#endif
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _VideoMaskTexture;
float4 _VideoMaskTexture_ST;
float2 _VideoMaskTexturePan;
float _VideoMaskTextureUV;
float _VideoMaskTextureChannel;
#endif
float _VideoType;
float2 _VideoResolution;
sampler2D _VideoGameboyRamp;
float _VideoBacklight;
float _VideoCRTRefreshRate;
float _VideoCRTPixelEnergizedTime;
float _VideoRepeatVideoTexture;
float _VideoPixelateToResolution;
float2 _VideoMaskPanning;
float _VideoSaturation;
float _VideoContrast;
float _VideoEmissionEnabled;
//endex
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
uint vertexId : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOut
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
float3 objNormal : TEXCOORD4;
float3 normal : TEXCOORD5;
float3 tangent : TEXCOORD6;
float3 binormal : TEXCOORD7;
float4 worldPos : TEXCOORD8;
float4 localPos : TEXCOORD9;
float3 objectPos : TEXCOORD10;
float4 vertexColor : TEXCOORD11;
float4 lightmapUV : TEXCOORD12;
float4 grabPos: TEXCOORD13;
float4 worldDirection: TEXCOORD14;
float4 extra: TEXCOORD15;
UNITY_SHADOW_COORDS(16)
UNITY_FOG_COORDS(17)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct PoiMesh
{
// 0 Vertex normal
// 1 Fragment normal
float3 normals[2];
float3 objNormal;
float3 tangentSpaceNormal;
float3 binormal[2];
float3 tangent[2];
float3 worldPos;
float3 localPos;
float3 objectPosition;
float isFrontFace;
float4 vertexColor;
float4 lightmapUV;
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 7 Distorted UV
float2 uv[8];
float2 parallaxUV;
};
struct PoiCam
{
float3 viewDir;
float3 forwardDir;
float3 worldPos;
float distanceToVert;
float4 clipPos;
float3 reflectionDir;
float3 vertexReflectionDir;
float3 tangentViewDir;
float4 grabPos;
float2 screenUV;
float vDotN;
float4 worldDirection;
};
struct PoiMods
{
float4 Mask;
float4 audioLink;
float audioLinkAvailable;
float audioLinkVersion;
float4 audioLinkTexture;
float audioLinkViaLuma;
float2 detailMask;
float2 backFaceDetailIntensity;
float globalEmission;
float4 globalColorTheme[12];
float globalMask[16];
float ALTime[8];
};
struct PoiLight
{
float3 direction;
float attenuation;
float attenuationStrength;
float3 directColor;
float3 indirectColor;
float occlusion;
float shadowMask;
float detailShadow;
float3 halfDir;
float lightMap;
float3 rampedLightMap;
float vertexNDotL;
float nDotL;
float nDotV;
float vertexNDotV;
float nDotH;
float vertexNDotH;
float lDotv;
float lDotH;
float nDotLSaturated;
float nDotLNormalized;
#ifdef POI_PASS_ADD
float additiveShadow;
#endif
float3 finalLighting;
float3 finalLightAdd;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
// Non Important Lights
float4 vDotNL;
float4 vertexVDotNL;
float3 vColor[4];
float4 vCorrectedDotNL;
float4 vAttenuation;
float4 vAttenuationDotNL;
float3 vPosition[4];
float3 vDirection[4];
float3 vFinalLighting;
float3 vHalfDir[4];
half4 vDotNH;
half4 vertexVDotNH;
half4 vDotLH;
#endif
};
struct PoiVertexLights
{
float3 direction;
float3 color;
float attenuation;
};
struct PoiFragData
{
float3 baseColor;
float3 finalColor;
float alpha;
float3 emission;
};
// glsl_mod behaves better on negative numbers, and
// in some situations actually outperforms HLSL's fmod()
#ifndef glsl_mod
#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
#endif
float2 poiUV(float2 uv, float4 tex_st)
{
return uv * tex_st.xy + tex_st.zw;
}
float2 vertexUV(in VertexOut o, int index)
{
switch (index)
{
case 0:
return o.uv[0];
case 1:
return o.uv[1];
case 2:
return o.uv[2];
case 3:
return o.uv[3];
default:
return o.uv[0];
}
}
float2 vertexUV(in appdata v, int index)
{
switch (index)
{
case 0:
return v.uv0;
case 1:
return v.uv1;
case 2:
return v.uv2;
case 3:
return v.uv3;
default:
return v.uv0;
}
}
//Lighting Helpers
float calculateluminance(float3 color)
{
return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
}
// Set by VRChat (as of open beta 1245)
// _VRChatCameraMode: 0 => Normal, 1 => VR HandCam, 2 => Desktop Handcam, 3 => Screenshot/Photo
// _VRChatMirrorMode: 0 => Normal, 1 => Mirror (VR), 2 => Mirror (Deskie)
float _VRChatCameraMode;
float _VRChatMirrorMode;
float VRCCameraMode()
{
return _VRChatCameraMode;
}
float VRCMirrorMode()
{
return _VRChatMirrorMode;
}
bool IsInMirror()
{
return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
}
bool IsOrthographicCamera()
{
return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
}
float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
{
// average energy
float R0 = max(0, L0);
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
half3 BetterSH9(half4 normal)
{
float3 indirect;
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
indirect = max(0, indirect);
indirect += SHEvalLinearL2(normal);
return indirect;
}
// Silent's code ends here
float3 getCameraForward()
{
#if UNITY_SINGLE_PASS_STEREO
float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
#else
float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
#endif
return normalize(p2 - p1);
}
half3 GetSHLength()
{
half3 x, x1;
x.r = length(unity_SHAr);
x.g = length(unity_SHAg);
x.b = length(unity_SHAb);
x1.r = length(unity_SHBr);
x1.g = length(unity_SHBg);
x1.b = length(unity_SHBb);
return x + x1;
}
float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
//UNITY_BRANCH
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float poiMax(float2 i)
{
return max(i.x, i.y);
}
float poiMax(float3 i)
{
return max(max(i.x, i.y), i.z);
}
float poiMax(float4 i)
{
return max(max(max(i.x, i.y), i.z), i.w);
}
float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
{
float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
return normalize(
normal.x * poiMesh.tangent[0] +
normal.y * poiMesh.binormal[0] +
normal.z * baseNormal
);
}
float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 calcParallax(in float height, in PoiCam poiCam)
{
return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
}
/*
0: Zero float4(0.0, 0.0, 0.0, 0.0),
1: One float4(1.0, 1.0, 1.0, 1.0),
2: DstColor destinationColor,
3: SrcColor sourceColor,
4: OneMinusDstColor float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
5: SrcAlpha sourceColor.aaaa,
6: OneMinusSrcColor float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
7: DstAlpha destinationColor.aaaa,
8: OneMinusDstAlpha float4(1.0, 1.0, 1.0, 1.0) - destinationColor.,
9: SrcAlphaSaturate saturate(sourceColor.aaaa),
10: OneMinusSrcAlpha float4(1.0, 1.0, 1.0, 1.0) - sourceColor.aaaa,
*/
float4 poiBlend(const float sourceFactor, const float4 sourceColor, const float destinationFactor, const float4 destinationColor, const float4 blendFactor)
{
float4 sA = 1 - blendFactor;
const float4 blendData[11] = {
float4(0.0, 0.0, 0.0, 0.0),
float4(1.0, 1.0, 1.0, 1.0),
destinationColor,
sourceColor,
float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sA,
saturate(sourceColor.aaaa),
1 - sA,
};
return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
}
// Average
float blendAverage(float base, float blend)
{
return (base + blend) / 2.0;
}
float3 blendAverage(float3 base, float3 blend)
{
return (base + blend) / 2.0;
}
// Color burn
float blendColorBurn(float base, float blend)
{
return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(blend))), 0.0);
}
float3 blendColorBurn(float3 base, float3 blend)
{
return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
}
// Color Dodge
float blendColorDodge(float base, float blend)
{
return (blend == 1.0)?blend : min(base / (1.0 - blend), 1.0);
}
float3 blendColorDodge(float3 base, float3 blend)
{
return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
}
// Darken
float blendDarken(float base, float blend)
{
return min(blend, base);
}
float3 blendDarken(float3 base, float3 blend)
{
return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
}
// Exclusion
float blendExclusion(float base, float blend)
{
return base + blend - 2.0 * base * blend;
}
float3 blendExclusion(float3 base, float3 blend)
{
return base + blend - 2.0 * base * blend;
}
// Reflect
float blendReflect(float base, float blend)
{
return (blend == 1.0)?blend : min(base * base / (1.0 - blend), 1.0);
}
float3 blendReflect(float3 base, float3 blend)
{
return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
}
// Glow
float blendGlow(float base, float blend)
{
return blendReflect(blend, base);
}
float3 blendGlow(float3 base, float3 blend)
{
return blendReflect(blend, base);
}
// Overlay
float blendOverlay(float base, float blend)
{
return base < 0.5?(2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
}
float3 blendOverlay(float3 base, float3 blend)
{
return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
}
// Hard Light
float blendHardLight(float base, float blend)
{
return blendOverlay(blend, base);
}
float3 blendHardLight(float3 base, float3 blend)
{
return blendOverlay(blend, base);
}
// Vivid light
float blendVividLight(float base, float blend)
{
return (blend < 0.5)?blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendVividLight(float3 base, float3 blend)
{
return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
}
// Hard mix
float blendHardMix(float base, float blend)
{
return (blendVividLight(base, blend) < 0.5)?0.0 : 1.0;
}
float3 blendHardMix(float3 base, float3 blend)
{
return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
}
// Lighten
float blendLighten(float base, float blend)
{
return max(blend, base);
}
float3 blendLighten(float3 base, float3 blend)
{
return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
}
// Linear Burn
float blendLinearBurn(float base, float blend)
{
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1.0, 0.0);
}
float3 blendLinearBurn(float3 base, float3 blend)
{
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
}
// Linear Dodge
float blendLinearDodge(float base, float blend)
{
// Note : Same implementation as BlendAddf
return min(base + blend, 1.0);
}
float3 blendLinearDodge(float3 base, float3 blend)
{
// Note : Same implementation as BlendAdd
return min(base + blend, float3(1.0, 1.0, 1.0));
}
// Linear light
float blendLinearLight(float base, float blend)
{
return blend < 0.5?blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendLinearLight(float3 base, float3 blend)
{
return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
}
// Multiply
float blendMultiply(float base, float blend)
{
return base * blend;
}
float3 blendMultiply(float3 base, float3 blend)
{
return base * blend;
}
// Negation
float blendNegation(float base, float blend)
{
return 1.0 - abs(1.0 - base - blend);
}
float3 blendNegation(float3 base, float3 blend)
{
return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
}
// Normal
float blendNormal(float base, float blend)
{
return blend;
}
float3 blendNormal(float3 base, float3 blend)
{
return blend;
}
// Phoenix
float blendPhoenix(float base, float blend)
{
return min(base, blend) - max(base, blend) + 1.0;
}
float3 blendPhoenix(float3 base, float3 blend)
{
return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
}
// Pin light
float blendPinLight(float base, float blend)
{
return (blend < 0.5)?blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
}
float3 blendPinLight(float3 base, float3 blend)
{
return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
}
// Screen
float blendScreen(float base, float blend)
{
return 1.0 - ((1.0 - base) * (1.0 - blend));
}
float3 blendScreen(float3 base, float3 blend)
{
return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
}
// Soft Light
float blendSoftLight(float base, float blend)
{
return (blend < 0.5)?(2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
}
float3 blendSoftLight(float3 base, float3 blend)
{
return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
}
// Subtract
float blendSubtract(float base, float blend)
{
return max(base - blend, 0.0);
}
float3 blendSubtract(float3 base, float3 blend)
{
return max(base - blend, 0.0);
}
// Difference
float blendDifference(float base, float blend)
{
return abs(base - blend);
}
float3 blendDifference(float3 base, float3 blend)
{
return abs(base - blend);
}
// Divide
float blendDivide(float base, float blend)
{
return base / max(blend, 0.0001);
}
float3 blendDivide(float3 base, float3 blend)
{
return base / max(blend, 0.0001);
}
float3 customBlend(float3 base, float3 blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float customBlend(float base, float blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float random(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
}
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
}
float3 random3(float3 p)
{
return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
}
float3 randomFloat3(float2 Seed, float maximum)
{
return (.5 + float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
) * .5) * (maximum);
}
float3 randomFloat3Range(float2 Seed, float Range)
{
return (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1) * Range;
}
float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
{
float3 rando = (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1);
float speed = 1 + wiggleSpeed;
return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
}
void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
{
float2 uv = ScreenPosition.xy * _ScreenParams.xy;
float DITHER_THRESHOLDS[16] = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}
static const float Epsilon = 1e-10;
// The weights of RGB contributions to luminance.
// Should sum to unity.
static const float3 HCYwts = float3(0.299, 0.587, 0.114);
static const float HCLgamma = 3;
static const float HCLy0 = 100;
static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
static const float3 wref = float3(1.0, 1.0, 1.0);
#define TAU 6.28318531
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R, G, B));
}
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 HSVtoRGB(in float3 HSV)
{
float3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}
float3 RGBtoHSV(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return float3(HCV.x, S, HCV.z);
}
float3 HSLtoRGB(in float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
float3 RGBtoHSL(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
{
// Optimization/adaptation of https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/GUI/ColorMutator.cs#L23 but skips weird photoshop stuff
float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
bool isSDR = maxColorComponent <= 1.0;
float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
baseLinearColor = scaleFactor * linearColorHDR;
}
float3 ApplyHDRExposure(float3 linearColor, float exposure)
{
return linearColor * pow(2, exposure);
}
// Transforms an RGB color using a matrix. Note that S and V are absolute values here
float3 ModifyViaHSV(float3 color, float h, float s, float v)
{
float3 colorHSV = RGBtoHSV(color);
colorHSV.x = frac(colorHSV.x + h);
colorHSV.y = saturate(colorHSV.y + s);
colorHSV.z = saturate(colorHSV.z + v);
return HSVtoRGB(colorHSV);
}
float3 ModifyViaHSV(float3 color, float3 HSVMod)
{
return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
}
float3 hueShift(float3 color, float hueOffset)
{
color = RGBtoHSV(color);
color.x = frac(hueOffset +color.x);
return HSVtoRGB(color);
}
// LCH
float xyzF(float t)
{
return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
}
float xyzR(float t)
{
return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
}
float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
{
float angleX = radians(x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float4x4 poiRotationMatrixFromAngles(float3 angles)
{
float angleX = radians(angles.x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(angles.y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(angles.z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float3 getCameraPosition()
{
#ifdef USING_STEREO_MATRICES
return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
#endif
return _WorldSpaceCameraPos;
}
half2 calcScreenUVs(half4 grabPos)
{
half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
#if UNITY_SINGLE_PASS_STEREO
uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
#else
uv.xy *= _ScreenParams.xy;
#endif
return uv;
}
float CalcMipLevel(float2 texture_coord)
{
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
float inverseLerp(float A, float B, float T)
{
return (T - A) / (B - A);
}
float inverseLerp2(float2 a, float2 b, float2 value)
{
float2 AB = b - a;
float2 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp3(float3 a, float3 b, float3 value)
{
float3 AB = b - a;
float3 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp4(float4 a, float4 b, float4 value)
{
float4 AB = b - a;
float4 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
/*
MIT License
Copyright (c) 2019 wraikny
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
VertexTransformShader is dependent on:
*/
float4 quaternion_conjugate(float4 v)
{
return float4(
v.x, -v.yzw
);
}
float4 quaternion_mul(float4 v1, float4 v2)
{
float4 result1 = (v1.x * v2 + v1 * v2.x);
float4 result2 = float4(
- dot(v1.yzw, v2.yzw),
cross(v1.yzw, v2.yzw)
);
return float4(result1 + result2);
}
// angle : radians
float4 get_quaternion_from_angle(float3 axis, float angle)
{
float sn = sin(angle * 0.5);
float cs = cos(angle * 0.5);
return float4(axis * sn, cs);
}
float4 quaternion_from_vector(float3 inVec)
{
return float4(0.0, inVec);
}
float degree_to_radius(float degree)
{
return (
degree / 180.0 * PI
);
}
float3 rotate_with_quaternion(float3 inVec, float3 rotation)
{
float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
float4 quaternion = normalize(MUL3(qx, qy, qz));
float4 conjugate = quaternion_conjugate(quaternion);
float4 inVecQ = quaternion_from_vector(inVec);
float3 rotated = (
MUL3(quaternion, inVecQ, conjugate)
).yzw;
return rotated;
}
float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
{
input.rgb *= (scale.xyz * scale.w);
input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
return input;
}
/*
MIT END
*/
float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
{
if (themeIndex == 0) return srcColor;
themeIndex -= 1;
if (themeIndex <= 3)
{
return poiMods.globalColorTheme[themeIndex];
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
return poiMods.globalColorTheme[themeIndex];
}
#endif
return srcColor;
}
float lilIsIn0to1(float f)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
}
float lilIsIn0to1(float f, float nv)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, nv));
}
float poiEdgeLinearNoSaturate(float value, float border)
{
return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
}
float poiEdgeLinearNoSaturate(float value, float border, float blur)
{
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeNonLinearNoSaturate(float value, float border)
{
//return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
float fwidthValue = fwidth(value);
return smoothstep(border - fwidthValue, border + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinear(float value, float border)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border));
}
float poiEdgeNonLinear(float value, float border, float blur)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
}
float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
}
float poiEdgeLinear(float value, float border)
{
return saturate(poiEdgeLinearNoSaturate(value, border));
}
float poiEdgeLinear(float value, float border, float blur)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur));
}
float poiEdgeLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
}
// From https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl
float3 OpenLitLinearToSRGB(float3 col)
{
return LinearToGammaSpace(col);
}
float3 OpenLitSRGBToLinear(float3 col)
{
return GammaToLinearSpace(col);
}
float OpenLitLuminance(float3 rgb)
{
#if defined(UNITY_COLORSPACE_GAMMA)
return dot(rgb, float3(0.22, 0.707, 0.071));
#else
return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
#endif
}
float OpenLitGray(float3 rgb)
{
return dot(rgb, float3(1.0/3.0, 1.0/3.0, 1.0/3.0));
}
void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
{
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 N = lightDirection * 0.666666;
float4 vB = N.xyzz * N.yzzx;
// L0 L2
float3 res = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
res.r += dot(unity_SHBr, vB);
res.g += dot(unity_SHBg, vB);
res.b += dot(unity_SHBb, vB);
res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
// L1
float3 l1;
l1.r = dot(unity_SHAr.rgb, N);
l1.g = dot(unity_SHAg.rgb, N);
l1.b = dot(unity_SHAb.rgb, N);
shMax = res + l1;
shMin = res - l1;
#if defined(UNITY_COLORSPACE_GAMMA)
shMax = OpenLitLinearToSRGB(shMax);
shMin = OpenLitLinearToSRGB(shMin);
#endif
#else
shMax = 0.0;
shMin = 0.0;
#endif
}
float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
{
float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
}
float3 OpenLitLightingDirectionForSH9()
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 lightDirectionForSH9 = sh9Dir + mainDir;
lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
return lightDirectionForSH9;
}
float3 OpenLitLightingDirection(float4 lightDirectionOverride)
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
return normalize(sh9DirAbs + mainDir + customDir);
}
float3 OpenLitLightingDirection()
{
float4 customDir = float4(0.001,0.002,0.001,0.0);
return OpenLitLightingDirection(customDir);
}
inline float4 CalculateFrustumCorrection()
{
float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
}
inline float CorrectedLinearEyeDepth(float z, float B)
{
return 1.0 / (z / UNITY_MATRIX_P._34 + B);
}
//Silent's code
float2 sharpSample( float4 texelSize , float2 p )
{
p = p*texelSize.zw;
float2 c = max(0.0, fwidth(p));
p = floor(p) + saturate(frac(p) / c);
p = (p - 0.5)*texelSize.xy;
return p;
}
void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
{
float valBlended = saturate(customBlend(poiMods.globalMask[index], val, blendType));
switch (index)
{
case 0: poiMods.globalMask[0] = valBlended; break;
case 1: poiMods.globalMask[1] = valBlended; break;
case 2: poiMods.globalMask[2] = valBlended; break;
case 3: poiMods.globalMask[3] = valBlended; break;
case 4: poiMods.globalMask[4] = valBlended; break;
case 5: poiMods.globalMask[5] = valBlended; break;
case 6: poiMods.globalMask[6] = valBlended; break;
case 7: poiMods.globalMask[7] = valBlended; break;
case 8: poiMods.globalMask[8] = valBlended; break;
case 9: poiMods.globalMask[9] = valBlended; break;
case 10: poiMods.globalMask[10] = valBlended; break;
case 11: poiMods.globalMask[11] = valBlended; break;
case 12: poiMods.globalMask[12] = valBlended; break;
case 13: poiMods.globalMask[13] = valBlended; break;
case 14: poiMods.globalMask[14] = valBlended; break;
case 15: poiMods.globalMask[15] = valBlended; break;
}
}
void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
{
switch (index)
{
case 0: vec[0] = value; break;
case 1: vec[1] = value; break;
case 2: vec[2] = value; break;
case 3: vec[3] = value; break;
}
}
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
// Convenient mechanism to read from the AudioLink texture that handles reading off the end of one line and onto the next above it.
float4 AudioLinkDataMultiline(uint2 xycoord) { return AudioLinkData(uint2(xycoord.x % AUDIOLINK_WIDTH, xycoord.y + xycoord.x/AUDIOLINK_WIDTH)); }
// Mechanism to sample between two adjacent pixels and lerp between them, like "linear" supesampling
float4 AudioLinkLerp(float2 xy) { return lerp( AudioLinkData(xy), AudioLinkData(xy+int2(1,0)), frac( xy.x ) ); }
// Same as AudioLinkLerp but properly handles multiline reading.
float4 AudioLinkLerpMultiline(float2 xy) { return lerp(AudioLinkDataMultiline(xy), AudioLinkDataMultiline(xy+float2(1,0)), frac(xy.x)); }
//Tests to see if Audio Link texture is available
bool AudioLinkIsAvailable()
{
#if !defined(AUDIOLINK_STANDARD_INDEXING)
int width, height;
_AudioTexture.GetDimensions(width, height);
return width > 16;
#else
return _AudioTexture_TexelSize.z > 16;
#endif
}
//Get version of audiolink present in the world, 0 if no audiolink is present
float AudioLinkGetVersion()
{
int2 dims;
#if !defined(AUDIOLINK_STANDARD_INDEXING)
_AudioTexture.GetDimensions(dims.x, dims.y);
#else
dims = _AudioTexture_TexelSize.zw;
#endif
if (dims.x >= 128)
return AudioLinkData(ALPASS_GENERALVU).x;
else if (dims.x > 16)
return 1;
else
return 0;
}
// This pulls data from this texture.
#define AudioLinkGetSelfPixelData(xy) _SelfTexture2D[xy]
// Extra utility functions for time.
uint AudioLinkDecodeDataAsUInt(uint2 indexloc)
{
uint4 rpx = AudioLinkData(indexloc);
return rpx.r + rpx.g*1024 + rpx.b * 1048576 + rpx.a * 1073741824;
}
//Note: This will truncate time to every 134,217.728 seconds (~1.5 days of an instance being up) to prevent floating point aliasing.
// if your code will alias sooner, you will need to use a different function. It should be safe to use this on all times.
float AudioLinkDecodeDataAsSeconds(uint2 indexloc)
{
uint time = AudioLinkDecodeDataAsUInt(indexloc) & 0x7ffffff;
//Can't just divide by float. Bug in Unity's HLSL compiler.
return float(time / 1000) + float( time % 1000 ) / 1000.;
}
#define ALDecodeDataAsSeconds( x ) AudioLinkDecodeDataAsSeconds( x )
#define ALDecodeDataAsUInt( x ) AudioLinkDecodeDataAsUInt( x )
float AudioLinkRemap(float t, float a, float b, float u, float v) { return ((t-a) / (b-a)) * (v-u) + u; }
float3 AudioLinkHSVtoRGB(float3 HSV)
{
float3 RGB = 0;
float C = HSV.z * HSV.y;
float H = HSV.x * 6;
float X = C * (1 - abs(fmod(H, 2) - 1));
if (HSV.y != 0)
{
float I = floor(H);
if (I == 0) { RGB = float3(C, X, 0); }
else if (I == 1) { RGB = float3(X, C, 0); }
else if (I == 2) { RGB = float3(0, C, X); }
else if (I == 3) { RGB = float3(0, X, C); }
else if (I == 4) { RGB = float3(X, 0, C); }
else { RGB = float3(C, 0, X); }
}
float M = HSV.z - C;
return RGB + M;
}
float3 AudioLinkCCtoRGB(float bin, float intensity, int rootNote)
{
float note = bin / AUDIOLINK_EXPBINS;
float hue = 0.0;
note *= 12.0;
note = glsl_mod(4. - note + rootNote, 12.0);
{
if(note < 4.0)
{
//Needs to be YELLOW->RED
hue = (note) / 24.0;
}
else if(note < 8.0)
{
// [4] [8]
//Needs to be RED->BLUE
hue = (note-2.0) / 12.0;
}
else
{
// [8] [12]
//Needs to be BLUE->YELLOW
hue = (note - 4.0) / 8.0;
}
}
float val = intensity - 0.1;
return AudioLinkHSVtoRGB(float3(fmod(hue, 1.0), 1.0, clamp(val, 0.0, 1.0)));
}
// Sample the amplitude of a given frequency in the DFT, supports frequencies in [13.75; 14080].
float4 AudioLinkGetAmplitudeAtFrequency(float hertz)
{
float note = AUDIOLINK_EXPBINS * log2(hertz / AUDIOLINK_BOTTOM_FREQUENCY);
return AudioLinkLerpMultiline(ALPASS_DFT + float2(note, 0));
}
// Sample the amplitude of a given semitone in an octave. Octave is in [0; 9] while note is [0; 11].
float AudioLinkGetAmplitudeAtNote(float octave, float note)
{
float quarter = note * 2.0;
return AudioLinkLerpMultiline(ALPASS_DFT + float2(octave * AUDIOLINK_EXPBINS + quarter, 0));
}
// Get a reasonable drop-in replacement time value for _Time.y with the
// given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTime(uint index, uint band)
{
return (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(index, band))) / 100000.0;
}
// Get a chronotensity value in the interval [0; 1], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeNormalized(uint index, uint band, float speed)
{
return frac(AudioLinkGetChronoTime(index, band) * speed);
}
// Get a chronotensity value in the interval [0; interval], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeInterval(uint index, uint band, float speed, float interval)
{
return AudioLinkGetChronoTimeNormalized(index, band, speed) * interval;
}
float getBandAtTime(float band, float time, float size = 1.0f)
{
//return remap(UNITY_SAMPLE_TEX2D(_AudioTexture, float2(time * width, band/128.0)).r, min(size,.9999), 1);
return remapClamped(min(size,.9999), 1, AudioLinkData(ALPASS_AUDIOBASS + uint2(time * AUDIOLINK_WIDTH,band)).r);
}
fixed3 maximize(fixed3 c) {
if (c.x == 0 && c.y == 0 && c.z == 0)
return fixed3(1.0, 1.0, 1.0);
else
return c / max(c.r, max(c.g, c.b));
}
bool LumaIsAvailable()
{
return LumaData(0.629, 0.511).r > 0.9;
}
float3 getLumaGradient(uint index, float offset) {
return LumaData(0.57 + (index * 0.11) + lerp(0, 0.107, offset), 0.493);
}
void initPoiAudioLink(inout PoiMods poiMods)
{
if (!_AudioLinkAnimToggle) return;
if (AudioLinkIsAvailable())
{
poiMods.audioLinkAvailable = true;
poiMods.audioLinkVersion = AudioLinkGetVersion();
poiMods.audioLink.x = AudioLinkData(ALPASS_AUDIOBASS).r;
poiMods.audioLink.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
poiMods.audioLink.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
poiMods.audioLink.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
/*
poiMods.globalColorTheme[4] = AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) );
poiMods.globalColorTheme[5] = AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) );
poiMods.globalColorTheme[6] = AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) );
poiMods.globalColorTheme[7] = AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) );
poiMods.globalColorTheme[4] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) )),1.0);
poiMods.globalColorTheme[5] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) )),1.0);
poiMods.globalColorTheme[6] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) )),1.0);
poiMods.globalColorTheme[7] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) )),1.0);
*/
poiMods.globalColorTheme[4] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(2, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[5] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(3, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[6] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(4, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[7] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(5, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[8] = AudioLinkData(ALPASS_THEME_COLOR0);
poiMods.globalColorTheme[9] = AudioLinkData(ALPASS_THEME_COLOR1);
poiMods.globalColorTheme[10] = AudioLinkData(ALPASS_THEME_COLOR2);
poiMods.globalColorTheme[11] = AudioLinkData(ALPASS_THEME_COLOR3);
return;
}
if (LumaIsAvailable())
{
// Gradients:
// 0.570 - 0.677, 0.493
// 0.680 - 0.788, 0.493
// 0.791 - 0.898, 0.493
float4 audioPixel = LumaData(0.578, 0.515);
float audioLows = audioPixel.r;
float audioHighs = audioPixel.g;
float4 zone1 = LumaData(0.856, 0.522);
float4 zone2 = LumaData(0.856, 0.507);
float4 zone3 = LumaData(0.864, 0.522);
float4 zone4 = LumaData(0.864, 0.507);
// float4 lumaEnabledPixel = LumaData(0.629, 0.511);
// float fakeLight = (lumaEnabledPixel.g > 0) ? 1 : (1 - lumaEnabledPixel.r);
poiMods.audioLinkAvailable = true;
poiMods.audioLinkViaLuma = true;
poiMods.audioLink.xy = audioLows;
poiMods.audioLink.zw = audioHighs;
poiMods.globalColorTheme[8] = zone1;
poiMods.globalColorTheme[9] = zone2;
poiMods.globalColorTheme[10] = zone3;
poiMods.globalColorTheme[11] = zone4;
}
}
void DebugVisualizer(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods){
if (_DebugWaveform){
float waveform = AudioLinkLerpMultiline(ALPASS_WAVEFORM + float2( 500. * poiMesh.uv[0].x, 0)).r;
poiFragData.emission += clamp(1 - 50 * abs(waveform - poiMesh.uv[0].y * 2. + 1), 0, 1);
}
if (_DebugDFT){
poiFragData.emission += AudioLinkLerpMultiline(ALPASS_DFT + uint2(poiMesh.uv[0].x * AUDIOLINK_ETOTALBINS, 0)).rrr;
}
if (_DebugBass){
poiFragData.emission += poiMods.audioLink.x;
}
if (_DebugLowMids){
poiFragData.emission += poiMods.audioLink.y;
}
if (_DebugHighMids){
poiFragData.emission += poiMods.audioLink.z;
}
if (_DebugTreble){
poiFragData.emission += poiMods.audioLink.w;
}
if (_DebugCCColors){
poiFragData.emission += AudioLinkData(ALPASS_CCCOLORS + uint2(3 + 1, 0));
}
if (_DebugCCStrip){
poiFragData.emission += AudioLinkLerp(ALPASS_CCSTRIP + float2(poiMesh.uv[0].x * AUDIOLINK_WIDTH, 0));
}
if (_DebugCCLights){
poiFragData.emission += AudioLinkData(ALPASS_CCLIGHTS + uint2(uint(poiMesh.uv[0].x * 8) + uint(poiMesh.uv[0].y * 16) * 8, 0));
}
if (_DebugAutocorrelator){
poiFragData.emission += saturate(AudioLinkLerp(ALPASS_AUTOCORRELATOR + float2((abs(1. - poiMesh.uv[0].x * 2.)) * AUDIOLINK_WIDTH, 0)).rrr);
}
if (_DebugChronotensity){
poiFragData.emission += (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(1, 0)) % 1000000) / 1000000.0;
}
}
void SetupAudioLink(inout PoiFragData poiFragData, inout PoiMods poiMods, in PoiMesh poiMesh){
initPoiAudioLink(poiMods);
DebugVisualizer(poiFragData, poiMesh, poiMods);
if(_AudioLinkCCStripY)
{
poiFragData.emission += AudioLinkLerp( ALPASS_CCSTRIP + float2( poiMesh.uv[0].y * AUDIOLINK_WIDTH, 0 ) ).rgb * .5;
}
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
//https://forum.unity.com/threads/point-light-in-v-f-shader.499717/ UGA BUGA, Unity Forums pogggggggg
float LightRange(int i) {
return (0.005 * sqrt(1000000.0 - unity_4LightAtten0[i])) / sqrt(unity_4LightAtten0[i]);
}
float4 GetLightPositionInObjectSpace(int i) {
return mul(unity_WorldToObject, float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1));
}
uint4 f32touint8(float4 input)
{
input.r = LinearToGammaSpaceExact(input.r);
input.g = LinearToGammaSpaceExact(input.g);
input.b = LinearToGammaSpaceExact(input.b);
return round(input * 255);
}
float decodeFloatFromARGB8(float4 rgba)
{
uint4 u = f32touint8(rgba);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
float decodeFloatFromARGB8File(float4 rgba)
{
uint4 u = round(rgba * 255);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SampleGrabpass(tex,uv) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(uv.xy, 0), 0)
#elif UNITY_SINGLE_PASS_STEREO
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.x * 0.5, uv.y,0,0))
#else
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.xy,0,0))
#endif
#define IsLightOrificeType(range,type) (abs(range - type) < 0.001)
#define IsLightAnyOrificeType(range) ((IsLightOrificeType(range,ID_RING)) || (IsLightOrificeType(range,ID_HOLE)))
#define VectorLengthIntoDirection(v,d) dot(v,d)
float FindTPSSystem(inout float3 orificePosition, inout float3 orificeNormal, inout float penetratorType, float penetratorLength) {
//find lights
float lightRanges[4];
float3 lightPositions[4];
float3 lightPositionsWorld[4];
[loop] for (int f = 0; f < 4; f++) {
lightPositions[f] = GetLightPositionInObjectSpace(f);
lightPositionsWorld[f] = length(mul(unity_ObjectToWorld, float4(lightPositions[f], 1)));
lightRanges[f] = LightRange(f);
}
//orifice hole + type
float closestOrfDist = 100000000;
[loop]for (int i = 0; i < 4; i++) {
if (abs(lightRanges[i] - ID_RING) < 0.001 || abs(lightRanges[i] - ID_HOLE) < 0.001) {
//Ceck if orifice light is in forward direction
if (dot(_TPS_PenetratorForward, lightPositions[i]) > 0) {
//Check if normal exisits
float3 foundNormal = -_TPS_PenetratorForward;
bool hasNormal = false;
[loop] for (int n = 0; n < 4; n++) {
//orifice normal
if (IsLightOrificeType(lightRanges[n], ID_NORM) && distance(lightPositionsWorld[n] , lightPositionsWorld[i]) < 0.05f) {
foundNormal = normalize(lightPositions[n] - lightPositions[i]);
hasNormal = true;
}
}
//if normal right direction and is cloest orifice
if (dot(foundNormal, _TPS_PenetratorForward) < 0 && length(lightPositions[i]) < closestOrfDist) {
closestOrfDist = length(lightPositions[i]);
orificePosition = lightPositions[i];
penetratorType = abs(lightRanges[i] - ID_HOLE) < 0.001 ? PENETRATORTYPE_HOLE : PENETRATORTYPE_RING;
orificeNormal = (float3)0 * (1 - hasNormal) + foundNormal * hasNormal;
}
}
}
}
//Guess normal of normal not existing
if (length(orificeNormal) == 0) {
orificeNormal = lerp(normalize(-orificePosition), -_TPS_PenetratorForward, max(dot(normalize(orificePosition), _TPS_PenetratorForward), 0.5));
}
#ifdef TPS_IsSkinnedMesh
return (closestOrfDist) < ((_TPS_SmoothStart+1) * penetratorLength);
#else
return (closestOrfDist) < (min(_TPS_SmoothStart+1,1.5) * penetratorLength);
#endif
}
//https://vicrucann.github.io/tutorials/bezier-shader/
float3 toBezier(float t, float3 P0, float3 P1, float3 P2, float3 P3)
{
float t2 = t * t;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
}
void ApplyTPSPenetrator(inout float4 vertex, inout float3 normal, inout float4 vertexColor, uint vertexId, float2 uv) {
float orificeType = (float3)0;
float3 orificePosition = (float3)0;
float3 orificeNormal = (float3)0;
// SMR Scale. Might be something to look into in the future, although fucked normals or different scaling into axis would mess with this
// scale = length(normal);
// Adjust pen length for scaled non skinned renderers
float penetratorLength = _TPS_PenetratorLength;
#ifndef TPS_IsSkinnedMesh
/*float3 scale = float3(
length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis
length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), // scale y axis
length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)) // scale z axis
);*/
// Mesh Renderers arent getting skinned => verticies are still in object space => _TPS_PenetratorLength needs to be scaled to object space
penetratorLength = _TPS_PenetratorLength / abs(VectorLengthIntoDirection(_TPS_PenetratorScale, _TPS_PenetratorForward));
#endif
//Idle shrinkage
float2 shrinkage = float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength);
//Idle Position
//Fix idle gravity
float3 targetPosition = _TPS_PenetratorForward * penetratorLength;
float3 targetNormal = -_TPS_PenetratorForward;
//Default values
float tpsSmoothStart = 0;
float tpsSmoothStart2 = 0;
float bezierSmoothness = _TPS_BezierSmoothness * penetratorLength;
float penetrationDepth = 0;
//Find tps system, calculate values
[branch] if (FindTPSSystem(orificePosition, orificeNormal, orificeType, penetratorLength) )
{
#ifdef TPS_IsSkinnedMesh
float smoothStartStart = _TPS_SmoothStart;
#else
float smoothStartStart = min(_TPS_SmoothStart,0.5);
#endif
tpsSmoothStart = saturate((penetratorLength * (1+smoothStartStart) - length(orificePosition)) / (penetratorLength * smoothStartStart));
tpsSmoothStart2 = saturate((penetratorLength - length(orificePosition)) / penetratorLength * 10);
float3 orifceTargetPos = normalize(orificePosition) * min(penetratorLength,length(orificePosition));
targetPosition = lerp(targetPosition, orifceTargetPos, tpsSmoothStart);
targetNormal = lerp(targetNormal, orificeNormal, tpsSmoothStart);
penetrationDepth = 1 - saturate(length(orificePosition) / penetratorLength);
//smoothness goes to 0 when close to oriface to prevent weird batching
bezierSmoothness = lerp(bezierSmoothness, 0, penetrationDepth);
shrinkage = lerp(float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength), float2(1, 1), saturate(tpsSmoothStart * 2));
}
//Vertex for skinned penetrators is read from texture
float3 penetratorVertex = vertex;
float3 penetratorNormal = normal;
#ifdef TPS_IsSkinnedMesh
//_TPS_BakedMesh =
int uvY = (vertexId * 6) / 8190.0;
int baseX = (vertexId * 6) % 8190;
penetratorVertex.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 0, uvY, 0)));
penetratorVertex.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 1, uvY, 0)));
penetratorVertex.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 2, uvY, 0)));
penetratorNormal.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 3, uvY, 0)));
penetratorNormal.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 4, uvY, 0)));
penetratorNormal.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 5, uvY, 0)));
penetratorVertex = penetratorVertex * _TPS_PenetratorScale;
#endif
float penZ = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorForward);
vertexColor.a = penZ / penetratorLength;
float3 bezier0 = _TPS_PenetratorForward * _TPS_BezierStart;
float3 bezier0Out = bezier0 + _TPS_PenetratorForward * bezierSmoothness;
float3 bezier1 = targetPosition;
float3 bezier1In = bezier1 + targetNormal * bezierSmoothness;
float bezierStrengthUncapped = ((penZ - _TPS_BezierStart) / distance(bezier0, bezier1));
float bezierStrength = saturate(bezierStrengthUncapped);
//Bezier curve, calculate two points, calculate forward, right, up vectors
float3 bezierPoint = toBezier(bezierStrength, bezier0, bezier0Out, bezier1In, bezier1);
float3 bezierPoint2 = toBezier(bezierStrength + 0.01f, bezier0, bezier0Out, bezier1In, bezier1);
if (orificeType == PENETRATORTYPE_RING && bezierStrength == 1 && tpsSmoothStart == 1) {
bezierPoint = orificePosition + (penZ - _TPS_BezierStart - length(orificePosition.xyz)) * -orificeNormal;
bezierPoint2 = bezierPoint - orificeNormal;
}
float3 penDirectionRight = normalize(cross(_TPS_PenetratorUp, normalize(bezier1 - bezier0)));
float3 penDirectionUp = normalize(cross(normalize(bezier1 - bezier0), penDirectionRight));
float3 bezierForward = normalize(bezierPoint2 - bezierPoint);
float3 bezierRight = normalize(cross(penDirectionUp, bezierForward));
float3 bezierUp = normalize(cross(bezierForward, bezierRight));
//Mask for skinned mesh renderer
#ifdef TPS_IsSkinnedMesh
if(length(penetratorNormal) == 0){
bezierStrength = 0;
vertexColor.a = 0;
}
#else
float4 mask = tex2Dlod(_TPS_BakedMesh, float4(uv.xy, 0, 0));
bezierStrength *= mask.r;
vertexColor.a *= mask.r;
#endif
if(_TPS_AnimatedToggle == 0){
bezierStrength = 0;
}
//calculate new position and normal
if (bezierStrength > 0) {
//pumping
float sizeChange = 1;
if (_TPS_PumpingStrength > 0) {
sizeChange *= lerp(1 - _TPS_PumpingStrength * tpsSmoothStart2, 1 + _TPS_PumpingStrength * tpsSmoothStart2, abs(sin(_Time.y * -_TPS_PumpingSpeed + bezierStrengthUncapped / _TPS_PumpingWidth)));
}
//buldging + squeezing
float buldgeLerp = 0;
if (bezierStrength < 1 - _TPS_BuldgeFalloffDistance)
buldgeLerp = saturate((bezierStrength - 1 + _TPS_BuldgeDistance + _TPS_BuldgeFalloffDistance) / _TPS_BuldgeDistance);
else
buldgeLerp = saturate((-bezierStrength + 1) / _TPS_BuldgeFalloffDistance);
//Squeezing while outside oriface makes penetrator looks weirly streched
float squeeze = lerp(0, _TPS_Squeeze, saturate(penetrationDepth * 20));
sizeChange *= lerp(1, 1 - squeeze, saturate(1 - abs(bezierStrengthUncapped - 1) / _TPS_SqueezeDistance) * tpsSmoothStart);
sizeChange *= lerp(1, 1 + _TPS_Buldge, buldgeLerp * tpsSmoothStart2);
//Calc idle shrinkage
shrinkage = lerp(1, shrinkage, saturate((penZ - _TPS_BezierStart) * 20));
//Apply vertex + normal
float x = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorRight);
float y = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorUp);
float3 normalX = VectorLengthIntoDirection(normal, _TPS_PenetratorRight);
float3 normalY = VectorLengthIntoDirection(normal, _TPS_PenetratorUp);
float3 normalZ = VectorLengthIntoDirection(normal, _TPS_PenetratorForward);
//TODO This is technically not correct for skinned meshes. Might want to revisit idle stuff in the future
float3 vertexZ = _TPS_PenetratorForward * VectorLengthIntoDirection(vertex, _TPS_PenetratorForward);
float3 vertexXY = vertex.xyz - vertexZ;
vertex.xyz = shrinkage.y * vertexZ + shrinkage.x * vertexXY;
vertex.xyz = lerp(vertex.xyz, bezierPoint + x * bezierRight * sizeChange + y * bezierUp * sizeChange, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
normal.xyz = lerp(normal.xyz, normalX * bezierRight + normalY * bezierUp + normalZ * bezierForward, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
}
}
float TPSBufferedDepth(float3 vertex, float4 vertexColor) {
return saturate((vertexColor.a - (1 - _TPS_BufferedDepth)) * 10) * _TPS_BufferedStrength;
}
#endif
//endex
VertexOut vert(
#ifndef POI_TESSELLATED
appdata v
#else
tessAppData v
#endif
)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOut o;
PoiInitStruct(VertexOut, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#ifdef POI_TESSELLATED
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
#endif
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
UNITY_BRANCH
if(_UDIMDiscardMode == 0) // Discard Vertices instead of just pixels
{
// Branchless (inspired by s-ilent)
float2 udim = 0;
// Select UV
udim += (v.uv0.xy * (_UDIMDiscardUV == 0));
udim += (v.uv1.xy * (_UDIMDiscardUV == 1));
udim += (v.uv2.xy * (_UDIMDiscardUV == 2));
udim += (v.uv3.xy * (_UDIMDiscardUV == 3));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscarded) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 audioLinkBands = 0;
float3 ALrotation = 0;
float3 ALLocalTranslation = 0;
float3 CTALRotation = 0;
float3 ALScale = 0;
float3 ALWorldTranslation = 0;
float ALHeight = 0;
float ALRoundingAmount = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexAudioLinkEnabled)
{
audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
if (any(_VertexLocalTranslationALMin) || any(_VertexLocalTranslationALMax))
{
ALLocalTranslation = lerp(_VertexLocalTranslationALMin, _VertexLocalTranslationALMax, audioLinkBands[_VertexLocalTranslationALBand]);
}
if (any(_VertexLocalRotationAL))
{
ALrotation = audioLinkBands[_VertexLocalRotationALBand] * _VertexLocalRotationAL;
}
if (any(_VertexLocalRotationCTALSpeed))
{
CTALRotation.x = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeX, _VertexLocalRotationCTALBandX) * _VertexLocalRotationCTALSpeed.x * 360;
CTALRotation.y = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeY, _VertexLocalRotationCTALBandY) * _VertexLocalRotationCTALSpeed.y * 360;
CTALRotation.z = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeZ, _VertexLocalRotationCTALBandZ) * _VertexLocalRotationCTALSpeed.z * 360;
}
if (any(_VertexLocalScaleALMin) || any(_VertexLocalScaleALMax))
{
ALScale = lerp(_VertexLocalScaleALMin.xyz + _VertexLocalScaleALMin.w, _VertexLocalScaleALMax.xyz + _VertexLocalScaleALMax.w, audioLinkBands[_VertexLocalScaleALBand]);
}
if (any(_VertexWorldTranslationALMin) || any(_VertexWorldTranslationALMax))
{
ALWorldTranslation = lerp(_VertexWorldTranslationALMin, _VertexWorldTranslationALMax, audioLinkBands[_VertexWorldTranslationALBand]);
}
if (any(_VertexManipulationHeightAL))
{
ALHeight = lerp(_VertexManipulationHeightAL.x, _VertexManipulationHeightAL.y, audioLinkBands[_VertexManipulationHeightBand]);
}
if (any(_VertexRoundingRangeAL))
{
ALRoundingAmount = lerp(_VertexRoundingRangeAL.x, _VertexRoundingRangeAL.y, audioLinkBands[_VertexRoundingRangeBand]);
}
}
#endif
// Local Transformation
float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + _VertexManipulationLocalRotationSpeed * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0), rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
o.normal = UnityObjectToWorldNormal(v.normal);
#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, _VertexManipulationHeightMaskUV), _VertexManipulationHeightMask_ST) + _VertexManipulationHeightMaskPan * _Time.x, 0, 0))[_VertexManipulationHeightMaskChannel] - _VertexManipulationHeightBias) * (_VertexManipulationHeight + ALHeight) * o.normal;
#else
float3 heightOffset = (_VertexManipulationHeight + ALHeight) * o.normal;
#endif
if (_VertexBarrelMode)
{
v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * _VertexBarrelWidth + v.vertex.xz * _VertexBarrelHeight, _VertexBarrelAlpha);
}
v.vertex.xyz += mul(unity_WorldToObject, _VertexManipulationWorldTranslation.xyz + ALWorldTranslation + heightOffset).xyz;
// rounding
UNITY_BRANCH
if (_VertexRoundingEnabled)
{
float divisionAmount = max(_VertexRoundingDivision + ALRoundingAmount, 0.0000001);
float3 vertexPos = v.vertex.xyz;
if (_VertexRoundingSpace == 0)
{
vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
}
float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
v.vertex.xyz = worldRoundPosition;
if (_VertexRoundingSpace == 0)
{
v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
}
}
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
UNITY_BRANCH
if(_UVTileDissolveEnabled && _UVTileDissolveDiscardAtMax)
{
// Branchless (inspired by s-ilent)
float2 dissolveUdim = 0;
// Select UV
dissolveUdim += (v.uv0.xy * (_UVTileDissolveUV == 0));
dissolveUdim += (v.uv1.xy * (_UVTileDissolveUV == 1));
dissolveUdim += (v.uv2.xy * (_UVTileDissolveUV == 2));
dissolveUdim += (v.uv3.xy * (_UVTileDissolveUV == 3));
float isDiscardedFromDissolve = 0;
float4 xMaskDissolve = float4( (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0==1, _UVTileDissolveAlpha_Row0_1==1, _UVTileDissolveAlpha_Row0_2==1, _UVTileDissolveAlpha_Row0_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0==1, _UVTileDissolveAlpha_Row1_1==1, _UVTileDissolveAlpha_Row1_2==1, _UVTileDissolveAlpha_Row1_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0==1, _UVTileDissolveAlpha_Row2_1==1, _UVTileDissolveAlpha_Row2_2==1, _UVTileDissolveAlpha_Row2_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0==1, _UVTileDissolveAlpha_Row3_1==1, _UVTileDissolveAlpha_Row3_2==1, _UVTileDissolveAlpha_Row3_3==1), xMaskDissolve);
isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscardedFromDissolve) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float notVisible = 0;
if (_VisibilityMode == 1) // VRC
{
float mirrorMode = VRCMirrorMode();
float cameraMode = VRCCameraMode();
notVisible += (!_VisibilityVRCRegular && ((mirrorMode == 0) && (cameraMode == 0)));
notVisible += (!_VisibilityVRCMirrorVR && (mirrorMode == 1));
notVisible += (!_VisibilityVRCMirrorDesktop && (mirrorMode == 2));
notVisible += (!_VisibilityVRCCameraVR && (cameraMode == 1));
notVisible += (!_VisibilityVRCCameraDesktop && (cameraMode == 2));
notVisible += (!_VisibilityVRCCameraScreenshot && (cameraMode == 3));
}
else if (_Mirror != 0) // Generic (CVR, etc)
{
notVisible += (_Mirror == 1) ^ IsInMirror();
}
if(notVisible) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
ApplyTPSPenetrator(v.vertex, v.normal, v.color, v.vertexId, v.uv0);
#endif
//endex
o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
o.objNormal = v.normal;
o.normal = UnityObjectToWorldNormal(v.normal);
o.tangent = UnityObjectToWorldDir(v.tangent);
o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
o.vertexColor = v.color;
o.uv[0] = v.uv0;
o.uv[1] = v.uv1;
o.uv[2] = v.uv2;
o.uv[3] = v.uv3;
#if defined(LIGHTMAP_ON)
o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.localPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
float3 localOffset = float3(0, 0, 0);
float3 worldOffset = float3(0, 0, 0);
//ifex _VertexGlitchingEnabled==0
#if defined(POI_VERTEX_GLITCHING)
bool canGlitch = true;
if (_VertexGlitchMirrorEnable && _VertexGlitchMirror > 0)
{
bool inMirror = IsInMirror();
if (_VertexGlitchMirror == 1 && !inMirror) canGlitch = false;
if (_VertexGlitchMirror == 2 && inMirror) canGlitch = false;
}
if (canGlitch)
{
float3 forward = getCameraPosition() - mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
forward.y = 0;
forward = normalize(forward);
float3 glitchDirection = normalize(cross(float3(0, 1, 0), forward));
float glitchAmount = 0;
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
// if(_VertexGlitchingUseTexture)
// {
float uvl = o.worldPos.y * _VertexGlitchDensity + _Time.x * _VertexGlitchMapPanSpeed;
float uvr = o.worldPos.y * _VertexGlitchDensity - _Time.x * _VertexGlitchMapPanSpeed;
float3 glitchTextureL = 1;
float3 glitchTextureR = 1;
#if defined(POI_VERTEX_GLITCHING_TEXTURE) || !defined(OPTIMIZER_ENABLED)
glitchTextureL = tex2Dlod(_VertexGlitchMap, float4(uvl, uvl, 0, 0)).rgb;
glitchTextureR = tex2Dlod(_VertexGlitchMap, float4(uvr, uvr, 0, 0)).rgb;
#endif
glitchAmount += (glitchTextureL.r - 0.5) * 2;
glitchAmount += - (glitchTextureR.r - 0.5) * 2;
glitchAmount += (glitchTextureL.g - 0.5) * 2;
glitchAmount += - (glitchTextureR.b - 0.5) * 2;
// } else {
#else
glitchAmount += frac(sin(dot(_Time.xy + o.worldPos.y, float2(12.9898, 78.233))) * 43758.5453123) * 2 - 1;
// }
#endif
float time = _Time.y * _VertexGlitchFrequency;
float randomGlitch = (sin(time) + sin(2.2 * time + 5.52) + sin(2.9 * time + 0.93) + sin(4.6 * time + 8.94)) / 4;
float3 glitchOffset = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexGlitchingAudioLinkEnabled)
{
// float4 audioLinkData = AudioLinkData(ALPASS_AUDIOBASS);
float audioIntensity =
AudioLinkData(ALPASS_AUDIOBASS).r * (_VertexGlitchingAudioLinkBand == 0) +
AudioLinkData(ALPASS_AUDIOLOWMIDS).r * (_VertexGlitchingAudioLinkBand == 1) +
AudioLinkData(ALPASS_AUDIOHIGHMIDS).r * (_VertexGlitchingAudioLinkBand == 2) +
AudioLinkData(ALPASS_AUDIOTREBLE).r * (_VertexGlitchingAudioLinkBand == 3) +
AudioLinkData(ALPASS_FILTEREDVU_INTENSITY).r * (_VertexGlitchingAudioLinkBand == 4);
if(_VertexGlitchingAudiolinkOverride)
{
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
// glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
}
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
}
#else
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
#endif
localOffset += glitchOffset;
worldOffset += mul(unity_ObjectToWorld, glitchOffset);
}
#endif
//endex
#ifdef POI_PASS_OUTLINE
float outlineMask = tex2Dlod(_OutlineMask, float4(poiUV(vertexUV(v, _OutlineMaskUV), _OutlineMask_ST) + _Time.x * _OutlineMaskPan, 0, 0))[_OutlineMaskChannel];
//UNITY_BRANCH
if (_OutlineVertexColorMask > 0)
{
outlineMask *= lerp(1, v.color[_OutlineVertexColorMask - 1], _OutlineVertexColorMaskStrength);
}
float3 outlineNormal = _OutlineSpace ? o.normal : v.normal;
//UNITY_BRANCH
if (_OutlineUseVertexColorNormals)
{
float3 outlineTangent;
float3 outlineBinormal;
if (_OutlineSpace) // 0 Local, 1 World
{
outlineTangent = o.tangent;
outlineBinormal = o.binormal;
}
else
{
outlineTangent = v.tangent.xyz;
outlineBinormal = normalize(cross(outlineNormal, outlineTangent)) * (v.tangent.w * length(outlineNormal));
}
float3 outlineVectorTS = v.color.rgb * 2.0 - 1.0;
outlineNormal = outlineVectorTS.x * outlineTangent + outlineVectorTS.y * outlineBinormal + outlineVectorTS.z * outlineNormal;
}
half offsetMultiplier = 1;
half distanceOffset = 1;
//UNITY_BRANCH
if (_OutlineFixedSize)
{
distanceOffset *= min(distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, o.localPos).xyz), _OutlinesMaxDistance);
}
float lineWidth = _LineWidth;
#ifdef POI_AUDIOLINK
// Due to PoiMods.audioLink being frag only I'll just
// recreate what it does here for this vertex function
//UNITY_BRANCH
if (_AudioLinkAnimToggle)
{
if (LumaIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, LumaData(0.578, 0.515)[_AudioLinkOutlineSizeBand / 2]);
}
else if (AudioLinkIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, AudioLinkData(uint2(0, _AudioLinkOutlineSizeBand)));
}
}
#endif
float3 offset = outlineNormal * (lineWidth * _EnableOutlines / 100) * outlineMask * distanceOffset;
//UNITY_BRANCH
if (_OutlineExpansionMode == 2)
{
float3 lightDirection = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
offsetMultiplier = saturate(dot(lightDirection, outlineNormal));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, outlineNormal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
offset *= distanceOffset;
}
if (_OutlineSpace == 0)
{
localOffset += offset;
worldOffset += mul(unity_ObjectToWorld, offset);
}
else
{
localOffset += mul(unity_WorldToObject, offset);
worldOffset += offset;
}
#endif
o.localPos.rgb += localOffset;
o.worldPos.rgb += worldOffset;
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE) && (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
applyDepthBulgeFX(o);
#endif
//endex
o.pos = UnityObjectToClipPos(o.localPos);
#ifdef POI_PASS_OUTLINE
#if defined(UNITY_REVERSED_Z)
//DX
o.pos.z += _Offset_Z * - 0.01;
#else
//OpenGL
o.pos.z += _Offset_Z * 0.01;
#endif
#endif
o.grabPos = ComputeGrabScreenPos(o.pos);
#ifndef FORWARD_META_PASS
#if !defined(UNITY_PASS_SHADOWCASTER)
UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
#else
v.vertex.xyz = o.localPos.xyz;
TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
#endif
#endif
UNITY_TRANSFER_FOG(o, o.pos);
if (_RenderingReduceClipDistance)
{
if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
{
o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
}
}
#ifdef POI_PASS_META
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
#endif
#if defined(GRAIN)
float4 worldDirection;
worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
o.worldDirection = worldDirection;
#endif
return o;
}
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#if defined(_STOCHASTICMODE_HEXTILE)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#ifndef POI2D_SAMPLER_STOCHASTIC
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
#endif
#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#endif
#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_SAMPLER_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_SAMPLER_PAN_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_PAN_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// Deliot, Heitz 2019 - Fast, but non-histogram-preserving (ends up looking a bit blurry and lower contrast)
// https://eheitzresearch.wordpress.com/738-2/
// Classic Magic Numbers fracsin
#if !defined(_STOCHASTICMODE_NONE)
float2 StochasticHash2D2D (float2 s)
{
return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
}
#endif
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
// UV Offsets and blend weights
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 DeliotHeitzStochasticUVBW(float2 uv)
{
// UV transformed into triangular grid space with UV scaled by approximation of 2*sqrt(3)
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticDeliotHeitzDensity);
// Vertex IDs and barycentric coords
float2 vxID = floor(skewUV);
float3 bary = float3(frac(skewUV), 0);
bary.z = 1.0 - bary.x - bary.y;
float3x3 pos = float3x3(
float3(vxID, bary.z),
float3(vxID + float2(0, 1), bary.y),
float3(vxID + float2(1, 0), bary.x)
);
float3x3 neg = float3x3(
float3(vxID + float2(1, 1), -bary.z),
float3(vxID + float2(1, 0), 1.0 - bary.y),
float3(vxID + float2(0, 1), 1.0 - bary.x)
);
return (bary.z > 0) ? pos : neg;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
{
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
//blend samples with calculated weights
return mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
{
float2 dx = ddx(uv), dy = ddy(uv);
return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
}
#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
#if defined(_STOCHASTICMODE_HEXTILE)
// HexTiling: Slower, but histogram-preserving
// SPDX-License-Idenfitier: MIT
// Copyright (c) 2022 mmikk
// https://github.com/mmikk/hextile-demo
float2 HextileMakeCenUV(float2 vertex)
{
// 0.288675 ~= 1/(2*sqrt(3))
const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
}
float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
{
float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
// remap to +/-pi
angle = glsl_mod(angle, 2 * PI);
if(angle < 0) angle += 2 * PI;
if(angle > PI) angle -= 2 * PI;
angle *= rotStrength;
float cs = cos(angle), si = sin(angle);
return float2x2(cs, -si, si, cs);
}
// UV Offsets and base blend weights
// UVBWR[0...2].xy = UV Offsets
// UVBWR[0...2].zw = rotation costh/sinth -> reconstruct rotation matrix with float2x2(UVBWR[n].z, -UVBWR[n].w, UVBWR[n].w, UVBWR[n].z)
// UVBWR[3].xyz = Blend Weights (w unused) - needs luminance weighting
float4x4 HextileUVBWR(float2 uv)
{
// Create Triangle Grid
// Skew input space into simplex triangle grid (3.4641 ~= 2*sqrt(3))
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticHexGridDensity);
float2 baseId = float2(floor(skewedCoord));
float3 temp = float3(frac(skewedCoord), 0);
temp.z = 1 - temp.x - temp.y;
float s = step(0.0, -temp.z);
float s2 = 2 * s - 1;
float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
float2 vertex0 = baseId + float2(s, s);
float2 vertex1 = baseId + float2(s, 1 - s);
float2 vertex2 = baseId + float2(1 - s, s);
float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = HextileLoadRot2x2(vertex0, _StochasticHexRotationStrength);
rot1 = HextileLoadRot2x2(vertex1, _StochasticHexRotationStrength);
rot2 = HextileLoadRot2x2(vertex2, _StochasticHexRotationStrength);
}
return float4x4(
float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
float4(weights, 0)
);
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
{
// For some reason doing this instead of just calculating it directly prevents it from \
// breaking after a certain number of textures use it. I don't understand why yet
float4x4 UVBWR = HextileUVBWR(uv);
// 2D Rotation Matrices for dUVdx/dy
// Not sure if this constant folds during compiling when rot is locked at 0, so force it
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
}
// Weights
float3 W = UVBWR[3].xyz;
// Sample texture
// float3x4 c = float3x4(
// tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0)),
// tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1)),
// tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2))
// );
float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
// Blend samples using luminance
// This is technically incorrect for normal maps, but produces very similar
// results to blending using normal map gradients (steepness)
const float3 Lw = float3(0.299, 0.587, 0.114);
float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
Dw = lerp(1.0, Dw, _StochasticHexFallOffContrast);
W = Dw * pow(W, _StochasticHexFallOffPower);
// In the original hextiling there's a Gain3 step here, but it seems to slow things down \
// and cause the UVs to break, so I've omitted it. Looks fine without
W /= (W.x + W.y + W.z);
return W.x * c0 + W.y * c1 + W.z * c2;
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
{
return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
}
#endif // defined(_STOCHASTICMODE_HEXTILE)
void calculateGlobalThemes(inout PoiMods poiMods)
{
// Theme colors are defined as HDR; convert to SDR and do the HSV adjustment, then re-apply exposure
float4 themeColorExposures = 0;
float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
DecomposeHDRColor(_GlobalThemeColor0.rgb, themeColor0.rgb, themeColorExposures.x);
DecomposeHDRColor(_GlobalThemeColor1.rgb, themeColor1.rgb, themeColorExposures.y);
DecomposeHDRColor(_GlobalThemeColor2.rgb, themeColor2.rgb, themeColorExposures.z);
DecomposeHDRColor(_GlobalThemeColor3.rgb, themeColor3.rgb, themeColorExposures.w);
poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac(_GlobalThemeHue0 + _GlobalThemeHueSpeed0 * _Time.x), _GlobalThemeSaturation0, _GlobalThemeValue0), themeColorExposures.x), _GlobalThemeColor0.a);
poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac(_GlobalThemeHue1 + _GlobalThemeHueSpeed1 * _Time.x), _GlobalThemeSaturation1, _GlobalThemeValue1), themeColorExposures.y), _GlobalThemeColor1.a);
poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac(_GlobalThemeHue2 + _GlobalThemeHueSpeed2 * _Time.x), _GlobalThemeSaturation2, _GlobalThemeValue2), themeColorExposures.z), _GlobalThemeColor2.a);
poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac(_GlobalThemeHue3 + _GlobalThemeHueSpeed3 * _Time.x), _GlobalThemeSaturation3, _GlobalThemeValue3), themeColorExposures.w), _GlobalThemeColor3.a);
}
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
void applyUDIMDiscard(in VertexOut i)
{
if(_UDIMDiscardMode == 1) // Don't run if in vertex mode
{
float2 udim = floor(vertexUV(i, _UDIMDiscardUV));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
clip(0.01 - isDiscarded); // Clip if discarded
}
return;
}
#endif
//endex
float2 calculatePolarCoordinate(in PoiMesh poiMesh)
{
float2 delta = poiMesh.uv[_PolarUV] - _PolarCenter;
float radius = length(delta) * 2 * _PolarRadialScale;
float angle = atan2(delta.x, delta.y);
float phi = angle / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
angle *= _PolarLengthScale;
return float2(radius, angle + distance(poiMesh.uv[_PolarUV], _PolarCenter) * _PolarSpiralPower);
}
float2 MonoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
sphereCoords = float2(1.0, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
}
float2 StereoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
sphereCoords = float2(0.5, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
}
float2 calculatePanosphereUV(in PoiMesh poiMesh)
{
float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, _PanoUseBothEyes) - poiMesh.worldPos.xyz) * - 1;
return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), _StereoEnabled);
}
//ifex _EnableDistortion==0
#ifdef USER_LUT
float2 distortedUV(in PoiMesh poiMesh)
{
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 flowVector = POI2D_SAMPLER_PAN(_DistortionFlowTexture, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTextureUV], _DistortionFlowTexture_ST), _DistortionFlowTexturePan) * 2 - 1;
#else
float4 flowVector = -1;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 flowVector1 = POI2D_SAMPLER_PAN(_DistortionFlowTexture1, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTexture1UV], _DistortionFlowTexture1_ST), _DistortionFlowTexture1Pan) * 2 - 1;
#else
float4 flowVector1 = -1;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
half distortionMask = POI2D_SAMPLER_PAN(_DistortionMask, _MainTex, poiMesh.uv[_DistortionMaskUV], _DistortionMaskPan)[_DistortionMaskChannel];
#else
half distortionMask = 1;
#endif
half distortionStrength = _DistortionStrength;
half distortionStrength1 = _DistortionStrength1;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (AudioLinkIsAvailable() && _EnableDistortionAudioLink && _AudioLinkAnimToggle)
{
distortionStrength += lerp(_DistortionStrengthAudioLink.x, _DistortionStrengthAudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrengthAudioLinkBand))).r);
distortionStrength1 += lerp(_DistortionStrength1AudioLink.x, _DistortionStrength1AudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrength1AudioLinkBand))).r);
}
#endif
flowVector *= distortionStrength;
flowVector1 *= distortionStrength1;
return poiMesh.uv[_DistortionUvToDistort] + ((flowVector.xy + flowVector1.xy) / 2) * distortionMask;
}
#endif
//endex
void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
{
poiFragData.alpha = saturate(poiFragData.alpha + _AlphaMod);
if (_AlphaGlobalMask > 0)
{
poiFragData.alpha = customBlend(poiFragData.alpha, poiMods.globalMask[_AlphaGlobalMask-1], _AlphaGlobalMaskBlendType);
}
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
if (_AlphaDistanceFade)
{
float3 position = _AlphaDistanceFadeType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.alpha *= lerp(_AlphaDistanceFadeMinAlpha, _AlphaDistanceFadeMaxAlpha, smoothstep(_AlphaDistanceFadeMin, _AlphaDistanceFadeMax, distance(position, poiCam.worldPos)));
}
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
if (_AlphaFresnel)
{
float holoRim = saturate(1 - smoothstep(min(_AlphaFresnelSharpness, _AlphaFresnelWidth), _AlphaFresnelWidth, poiCam.vDotN));
holoRim = abs(lerp(1, holoRim, _AlphaFresnelAlpha));
poiFragData.alpha *= _AlphaFresnelInvert ?1 - holoRim : holoRim;
}
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
if (_AlphaAngular)
{
half cameraAngleMin = _CameraAngleMin / 180;
half cameraAngleMax = _CameraAngleMax / 180;
half modelAngleMin = _ModelAngleMin / 180;
half modelAngleMax = _ModelAngleMax / 180;
float3 pos = _AngleCompareTo == 0 ? poiMesh.objectPosition : poiMesh.worldPos;
half3 cameraToModelDirection = normalize(pos - getCameraPosition());
half3 modelForwardDirection = normalize(mul(unity_ObjectToWorld, normalize(_AngleForwardDirection.rgb)));
half cameraLookAtModel = remapClamped(cameraAngleMax, cameraAngleMin, .5 * dot(cameraToModelDirection, getCameraForward()) + .5);
half modelLookAtCamera = remapClamped(modelAngleMax, modelAngleMin, .5 * dot(-cameraToModelDirection, modelForwardDirection) + .5);
if (_AngleType == 0)
{
poiFragData.alpha *= max(cameraLookAtModel, _AngleMinAlpha);
}
else if (_AngleType == 1)
{
poiFragData.alpha *= max(modelLookAtCamera, _AngleMinAlpha);
}
else if (_AngleType == 2)
{
poiFragData.alpha *= max(cameraLookAtModel * modelLookAtCamera, _AngleMinAlpha);
}
}
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && _AlphaAudioLinkEnabled)
{
poiFragData.alpha = saturate(poiFragData.alpha + lerp(_AlphaAudioLinkAddRange.x, _AlphaAudioLinkAddRange.y, poiMods.audioLink[_AlphaAudioLinkAddBand]));
}
#endif
//endex
}
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
inline half Dither8x8Bayer(int x, int y)
{
const half dither[ 64 ] = {
1, 49, 13, 61, 4, 52, 16, 64,
33, 17, 45, 29, 36, 20, 48, 32,
9, 57, 5, 53, 12, 60, 8, 56,
41, 25, 37, 21, 44, 28, 40, 24,
3, 51, 15, 63, 2, 50, 14, 62,
35, 19, 47, 31, 34, 18, 46, 30,
11, 59, 7, 55, 10, 58, 6, 54,
43, 27, 39, 23, 42, 26, 38, 22
};
int r = y * 8 + x;
return dither[r] / 64;
}
half calcDither(half2 grabPos)
{
return Dither8x8Bayer(fmod(grabPos.x, 8), fmod(grabPos.y, 8));
}
void applyDithering(inout PoiFragData poiFragData, in PoiCam poiCam)
{
if (_AlphaDithering)
{
poiFragData.alpha = saturate(poiFragData.alpha - (calcDither(poiCam.screenUV) * (1 - poiFragData.alpha) * _AlphaDitherGradient));
}
}
//endex
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
void ApplyAlphaToCoverage(inout PoiFragData poiFragData, in PoiMesh poiMesh)
{
// Force Model Opacity to 1 if desired
UNITY_BRANCH
if (_Mode == 1)
{
UNITY_BRANCH
if (_AlphaSharpenedA2C && _AlphaToCoverage)
{
// rescale alpha by mip level
poiFragData.alpha *= 1 + max(0, CalcMipLevel(poiMesh.uv[0] * _MainTex_TexelSize.zw)) * _AlphaMipScale;
// rescale alpha by partial derivative
poiFragData.alpha = (poiFragData.alpha - _Cutoff) / max(fwidth(poiFragData.alpha), 0.0001) + _Cutoff;
poiFragData.alpha = saturate(poiFragData.alpha);
}
}
}
//endex
//ifex _MainVertexColoringEnabled==0
void applyVertexColor(inout PoiFragData poiFragData, PoiMesh poiMesh)
{
if (_MainVertexColoringEnabled)
{
#ifndef POI_PASS_OUTLINE
float3 vertCol = lerp(poiMesh.vertexColor.rgb, GammaToLinearSpace(poiMesh.vertexColor.rgb), _MainVertexColoringLinearSpace);
poiFragData.baseColor *= lerp(1, vertCol, _MainVertexColoring);
#endif
poiFragData.alpha *= lerp(1, poiMesh.vertexColor.a, _MainUseVertexColorAlpha);
}
}
//endex
#ifdef POI_PASS_OUTLINE
void applyOutlineColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods, in PoiCam poiCam)
{
clip(_EnableOutlines - 0.01);
float OutlineMask = tex2D(_OutlineMask, TRANSFORM_TEX(poiMesh.uv[_OutlineMaskUV], _OutlineMask) + _Time.x * _OutlineMaskPan)[_OutlineMaskChannel];
if (_OutlineClipAtZeroWidth)
{
float lineWidth = _LineWidth;
#ifdef POI_AUDIOLINK
//UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, poiMods.audioLink[_AudioLinkOutlineSizeBand]);
}
#endif
clip(OutlineMask * lineWidth - 0.001);
}
float4 col = POI2D_SAMPLER_PAN(_OutlineTexture, _MainTex, poiUV(poiMesh.uv[_OutlineTextureUV], _OutlineTexture_ST), _OutlineTexturePan) * float4(poiThemeColor(poiMods, _LineColor.rgb, _LineColorThemeIndex), _LineColor.a);
poiFragData.baseColor = lerp(col, col * poiFragData.baseColor * lerp(1, poiFragData.baseColor, _PoiUTSStyleOutlineBlend), _OutlineTintMix);
if (_OutlineExpansionMode == 2)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, poiLight.directColor, _OutlineRimLightBlend);
}
if (_OutlineOverrideAlpha)
{
poiFragData.alpha = col.a;
}
else
{
poiFragData.alpha *= col.a;
}
if (_OutlineAlphaDistanceFade)
{
float3 position = _OutlineAlphaDistanceFadeType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.alpha *= lerp(_OutlineAlphaDistanceFadeMinAlpha, _OutlineAlphaDistanceFadeMaxAlpha, smoothstep(_OutlineAlphaDistanceFadeMin, _OutlineAlphaDistanceFadeMax, distance(position, poiCam.worldPos)));
}
// Hue shift
//UNITY_BRANCH
if (_OutlineHueShift)
{
poiFragData.baseColor = hueShift(poiFragData.baseColor, _OutlineHueOffset +_OutlineHueOffsetSpeed * _Time.x);
}
float emission = _OutlineEmission;
#ifdef POI_AUDIOLINK
//UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
emission += lerp(_AudioLinkOutlineEmission.x, _AudioLinkOutlineEmission.y, poiMods.audioLink[_AudioLinkOutlineEmissionBand]);
}
#endif
poiFragData.emission += poiFragData.baseColor * emission;
}
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
{
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[_DissolveMaskUV], _DissolveMask_ST), _DissolveMaskPan).r;
#else
float dissolveMask = 1;
#endif
UNITY_BRANCH
if (_DissolveUseVertexColors)
{
// Vertex Color Imprecision hype
dissolveMask = ceil(poiMesh.vertexColor.g * 100000) / 100000;
}
if (_DissolveMaskGlobalMask > 0)
{
dissolveMask = customBlend(dissolveMask, poiMods.globalMask[_DissolveMaskGlobalMask-1], _DissolveMaskGlobalMaskBlendType);
}
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[_DissolveToTextureUV], _DissolveToTexture_ST), _DissolveToTexturePan) * float4(poiThemeColor(poiMods, _DissolveTextureColor.rgb, _DissolveTextureColorThemeIndex), _DissolveTextureColor.a);
#else
dissolveToTexture = _DissolveTextureColor;
#endif
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[_DissolveNoiseTextureUV], _DissolveNoiseTexture_ST), _DissolveNoiseTexturePan).r;
#else
float dissolveNoiseTexture = 1;
#endif
float da = _DissolveAlpha
+ _DissolveAlpha0
+ _DissolveAlpha1
+ _DissolveAlpha2
+ _DissolveAlpha3
+ _DissolveAlpha4
+ _DissolveAlpha5
+ _DissolveAlpha6
+ _DissolveAlpha7
+ _DissolveAlpha8
+ _DissolveAlpha9;
float dds = _DissolveDetailStrength;
if(_UVTileDissolveEnabled)
{
float2 udim = floor(poiMesh.uv[(int)_UVTileDissolveUV]);
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
da += (udim.y >= 0 && udim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0, _UVTileDissolveAlpha_Row0_1, _UVTileDissolveAlpha_Row0_2, _UVTileDissolveAlpha_Row0_3), xMask);
da += (udim.y >= 1 && udim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0, _UVTileDissolveAlpha_Row1_1, _UVTileDissolveAlpha_Row1_2, _UVTileDissolveAlpha_Row1_3), xMask);
da += (udim.y >= 2 && udim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0, _UVTileDissolveAlpha_Row2_1, _UVTileDissolveAlpha_Row2_2, _UVTileDissolveAlpha_Row2_3), xMask);
da += (udim.y >= 3 && udim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0, _UVTileDissolveAlpha_Row3_1, _UVTileDissolveAlpha_Row3_2, _UVTileDissolveAlpha_Row3_3), xMask);
}
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (_EnableDissolveAudioLink && poiMods.audioLinkAvailable)
{
da += lerp(_AudioLinkDissolveAlpha.x, _AudioLinkDissolveAlpha.y, poiMods.audioLink[_AudioLinkDissolveAlphaBand]);
dds += lerp(_AudioLinkDissolveDetail.x, _AudioLinkDissolveDetail.y, poiMods.audioLink[_AudioLinkDissolveDetailBand]);
}
#endif
da = saturate(da);
dds = saturate(dds);
if (_DissolveMaskInvert)
{
dissolveMask = 1 - dissolveMask;
}
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[_DissolveDetailNoiseUV], _DissolveDetailNoise_ST), _DissolveDetailNoisePan);
#else
float dissolveDetailNoise = 0;
#endif
if (_DissolveInvertNoise)
{
dissolveNoiseTexture = 1 - dissolveNoiseTexture;
}
if (_DissolveInvertDetailNoise)
{
dissolveDetailNoise = 1 - dissolveDetailNoise;
}
if (_ContinuousDissolve != 0)
{
da = sin(_Time.x * _ContinuousDissolve) * .5 + .5;
}
da *= dissolveMask;
dissolveAlpha = da;
edgeAlpha = 0;
[flatten]
switch(_DissolveType)
{
default: // Basic (case 1)
{
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
case 2: // Point to Point
{
float3 direction;
float3 currentPos;
float distanceTo = 0;
direction = normalize(_DissolveEndPoint - _DissolveStartPoint);
currentPos = lerp(_DissolveStartPoint, _DissolveEndPoint, dissolveAlpha);
UNITY_BRANCH
if (_DissolveP2PWorldLocal != 1)
{
float3 pos = _DissolveP2PWorldLocal == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = step(distanceTo, 0);
edgeAlpha *= 1 - dissolveAlpha;
}
else
{
distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = (distanceTo < 0) ? 1 : 0;
edgeAlpha *= 1 - dissolveAlpha;
}
if(_DissolveP2PClamp)
{
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 3: // Spherical
{
if(_SphericalDissolveInvert)
{
da = remap(da, 1, 0, -_DissolveEdgeWidth, 1);
} else {
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
}
dissolveAlpha = da;
dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), _DissolveDetailEdgeSmoothing);
float currentDistance = lerp(0, _SphericalDissolveRadius, dissolveAlpha);
float fragDistance = distance(_SphericalDissolveCenter, poiMesh.localPos.xyz);
float normalizedDistance;
normalizedDistance = (fragDistance - currentDistance) / (_SphericalDissolveRadius + 0.0001) - dissolveDetailNoise * dds;
if(_SphericalDissolveInvert)
{
dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, -normalizedDistance);
} else {
dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, normalizedDistance);
}
if(_SphericalDissolveClamp)
{
da = lerp(da, 1 - da, _SphericalDissolveInvert);
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 4: // CenterOut
{
float ramp = 0.5;
float noise;
[flatten]
switch(_CenterOutDissolveMode)
{
case 1: // View Direction
{
ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, _CenterOutDissolveNormals));
break;
}
case 2: // Custom Direction
{
ramp = dot(normalize(_CenterOutDissolveDirection), lerp(poiMesh.normals[0], poiMesh.normals[1], _CenterOutDissolveNormals));
ramp = saturate(ramp * .5 + 0.5);
break;
}
case 3: // Light Direction
{
ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, _CenterOutDissolveNormals);
ramp = saturate(ramp * .5 + 0.5);
break;
}
}
if(_CenterOutDissolvePower != 1)
{
ramp = pow(ramp, _CenterOutDissolvePower);
}
if(!_CenterOutDissolveInvert)
{
ramp = 1 - ramp;
}
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
noise = saturate(ramp - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
}
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveHueShiftEnabled)
{
dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, _DissolveHueShift + _Time.x * _DissolveHueShiftSpeed);
}
#endif
poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
UNITY_BRANCH
if (_DissolveEdgeWidth || (_DissolveType == 2 && _DissolveP2PEdgeLength != 0))
{
edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), _DissolveEdgeGradient_ST)) * float4(poiThemeColor(poiMods, _DissolveEdgeColor.rgb, _DissolveEdgeColorThemeIndex), _DissolveEdgeColor.a);
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveEdgeHueShiftEnabled)
{
edgeColor.rgb = hueShift(edgeColor.rgb, _DissolveEdgeHueShift + _Time.x * _DissolveEdgeHueShiftSpeed);
}
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
}
poiFragData.emission += lerp(0, dissolveToTexture * _DissolveToEmissionStrength, dissolveAlpha) + lerp(0, edgeColor.rgb * _DissolveEdgeEmission, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
#endif
}
#endif
//endex
//ifex _ShadingEnabled==0
#ifdef VIGNETTE_MASKED
//CLOTH
#ifdef _LIGHTINGMODE_CLOTH
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL)
{
// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
float a2 = roughness * roughness;
// TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
float v = 0.5 / (lambdaV + lambdaL);
// a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf
// a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf
// clamp to the maximum value representable in mediump
return v;
}
float D_GGX(float roughness, float NoH)
{
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
// 2) NoH doesn't have enough precision around 1.0
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
// However, we can do better using Lagrange's identity:
// ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
// since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
// This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
// enough precision).
// Overall this yields better performance, keeping all computations in mediump
float oneMinusNoHSquared = 1.0 - NoH * NoH;
float a = NoH * roughness;
float k = roughness / (oneMinusNoHSquared + a * a);
float d = k * k * (1.0 / UNITY_PI);
return d;
}
// https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L94-L100
float D_Charlie(float roughness, float NoH)
{
// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
float invAlpha = 1.0 / roughness;
float cos2h = NoH * NoH;
float sin2h = max(1.0 - cos2h, 0.0078125); // 0.0078125 = 2^(-14/2), so sin2h^2 > 0 in fp16
return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * UNITY_PI);
}
// https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L136-L139
float V_Neubelt(float NoV, float NoL)
{
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
return 1.0 / (4.0 * (NoL + NoV - NoL * NoV));
}
float Distribution(float roughness, float NoH, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(GGXTerm(roughness, NoH), D_Charlie(roughness, NoH), cloth);
}
//endex
return cloth <= 0.5 ? GGXTerm(roughness, NoH) : D_Charlie(roughness, NoH);
}
float Visibility(float roughness, float NoV, float NoL, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(V_SmithGGXCorrelated(roughness, NoV, NoL), V_Neubelt(NoV, NoL), cloth);
}
//endex
return cloth <= 0.5 ? V_SmithGGXCorrelated(roughness, NoV, NoL) : V_Neubelt(NoV, NoL);
}
float F_Schlick(float3 f0, float f90, float VoH)
{
// Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
return f0 + (f90 - f0) * pow(1.0 - VoH, 5);
}
float F_Schlick(float3 f0, float VoH)
{
float f = pow(1.0 - VoH, 5.0);
return f + f0 * (1.0 - f);
}
float Fresnel(float3 f0, float LoH)
{
float f90 = saturate(dot(f0, float(50.0 * 0.33).xxx));
return F_Schlick(f0, f90, LoH);
}
float Fd_Burley(float roughness, float NoV, float NoL, float LoH)
{
// Burley 2012, "Physically-Based Shading at Disney"
float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
float lightScatter = F_Schlick(1.0, f90, NoL);
float viewScatter = F_Schlick(1.0, f90, NoV);
return lightScatter * viewScatter;
}
// Energy conserving wrap diffuse term, does *not* include the divide by PI
float Fd_Wrap(float NoL, float w)
{
return saturate((NoL + w) / pow(1.0 + w, 2));
}
float4 SampleDFG(float NoV, float perceptualRoughness)
{
return _ClothDFG.Sample(sampler_ClothDFG, float3(NoV, perceptualRoughness, 0));
}
float3 EnvBRDF(float2 dfg, float3 f0)
{
return f0 * dfg.x + dfg.y;
}
float3 EnvBRDFMultiscatter(float3 dfg, float3 f0, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(lerp(dfg.xxx, dfg.yyy, f0), f0 * dfg.z, cloth);
}
//endex
return cloth <= 0.5 ? lerp(dfg.xxx, dfg.yyy, f0) : f0 * dfg.z;
}
float3 EnvBRDFEnergyCompensation(float3 dfg, float3 f0, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(1.0 + f0 * (1.0 / dfg.y - 1.0), 1, cloth);
}
//endex
return cloth <= 0.5 ? 1.0 + f0 * (1.0 / dfg.y - 1.0) : 1;
}
//
float ClothMetallic(float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return cloth;
}
//endex
return cloth <= 0.5 ? 1 : 0;
}
float3 Specular(float roughness, PoiLight poiLight, float f0, float3 normal, float cloth)
{
float NoL = poiLight.nDotLSaturated;
float NoH = poiLight.nDotH;
float LoH = poiLight.lDotH;
float NoV = poiLight.nDotV;
float D = Distribution(roughness, NoH, cloth);
float V = Visibility(roughness, NoV, NoL, cloth);
float3 F = Fresnel(f0, LoH);
return (D * V) * F;
}
float3 getBoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float SpecularAO(float NoV, float ao, float roughness)
{
return clamp(pow(NoV + ao, exp2(-16.0 * roughness - 1.0)) - 1.0 + ao, 0.0, 1.0);
}
float3 IndirectSpecular(float3 dfg, float roughness, float occlusion, float energyCompensation, float cloth, float3 indirectDiffuse, float f0, PoiLight poiLight, PoiFragData poiFragData, PoiCam poiCam, PoiMesh poiMesh)
{
float3 normal = poiMesh.normals[1];
float3 reflDir = reflect(-poiCam.viewDir, normal);
Unity_GlossyEnvironmentData envData;
envData.roughness = roughness;
envData.reflUVW = getBoxProjection(reflDir, poiMesh.worldPos, unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
float3 probe0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData);
float3 indirectSpecular = probe0;
#if UNITY_SPECCUBE_BLENDING
UNITY_BRANCH
if (unity_SpecCube0_BoxMin.w < 0.99999)
{
envData.reflUVW = getBoxProjection(reflDir, poiMesh.worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz);
float3 probe1 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0), unity_SpecCube1_HDR, envData);
indirectSpecular = lerp(probe1, probe0, unity_SpecCube0_BoxMin.w);
}
#endif
float horizon = min(1 + dot(reflDir, normal), 1);
indirectSpecular = indirectSpecular * horizon * horizon * energyCompensation * EnvBRDFMultiscatter(dfg, f0, cloth);
indirectSpecular *= SpecularAO(poiLight.nDotV, occlusion, roughness);
return indirectSpecular;
};
#endif
// CLOTH END
float _LightingWrappedWrap;
float _LightingWrappedNormalization;
// Green’s model with adjustable energy
// http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
// Modified for adjustable conservation ratio and over-wrap to directionless
float RTWrapFunc(in float dt, in float w, in float norm)
{
float cw = saturate(w);
float o = (dt + cw) / ((1.0 + cw) * (1.0 + cw * norm));
float flt = 1.0 - 0.85 * norm;
if (w > 1.0)
{
o = lerp(o, flt, w - 1.0);
}
return o;
}
float3 GreenWrapSH(float fA) // Greens unoptimized and non-normalized
{
float fAs = saturate(fA);
float4 t = float4(fA + 1, fAs - 1, fA - 2, fAs + 1); // DJL edit: allow wrapping to L0-only at w=2
return float3(t.x, -t.z * t.x / 3, 0.25 * t.y * t.y * t.w);
}
float3 GreenWrapSHOpt(float fW) // optimised and normalized https://blog.selfshadow.com/2012/01/07/righting-wrap-part-2/
{
const float4 t0 = float4(0.0, 1.0 / 4.0, -1.0 / 3.0, -1.0 / 2.0);
const float4 t1 = float4(1.0, 2.0 / 3.0, 1.0 / 4.0, 0.0);
float3 fWs = float3(fW, fW, saturate(fW)); // DJL edit: allow wrapping to L0-only at w=2
float3 r;
r.xyz = t0.xxy * fWs + t0.xzw;
r.xyz = r.xyz * fWs + t1.xyz;
return r;
}
float3 ShadeSH9_wrapped(float3 normal, float wrap)
{
float3 x0, x1, x2;
float3 conv = lerp(GreenWrapSH(wrap), GreenWrapSHOpt(wrap), _LightingWrappedNormalization); // Should try optimizing this...
conv *= float3(1, 1.5, 4); // Undo pre-applied cosine convolution by using the inverse
// Constant (L0)
x0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
// Remove pre-applied constant part from L(2,0) to apply correct convolution
float3 L2_0 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / - 3.0;
x0 -= L2_0;
// Linear (L1) polynomial terms
x1.r = dot(unity_SHAr.xyz, normal);
x1.g = dot(unity_SHAg.xyz, normal);
x1.b = dot(unity_SHAb.xyz, normal);
// 4 of the quadratic (L2) polynomials
float4 vB = normal.xyzz * normal.yzzx;
x2.r = dot(unity_SHBr, vB);
x2.g = dot(unity_SHBg, vB);
x2.b = dot(unity_SHBb, vB);
// Final (5th) quadratic (L2) polynomial
float vC = normal.x * normal.x - normal.y * normal.y;
x2 += unity_SHC.rgb * vC;
// Move back the constant part of L(2,0)
x2 += L2_0;
return x0 * conv.x + x1 * conv.y + x2 * conv.z;
}
float3 GetSHDirectionL1()
{
// For efficiency, we only get the direction from L1.
// Because getting it from L2 would be too hard!
return Unity_SafeNormalize((unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz));
}
// Returns the value from SH in the lighting direction with the
// brightest intensity.
half3 GetSHMaxL1()
{
float3 maxDirection = GetSHDirectionL1();
return ShadeSH9_wrapped(maxDirection, 0);
}
#ifdef _LIGHTINGMODE_SHADEMAP
void applyShadeMapping(inout PoiFragData poiFragData, PoiMesh poiMesh, inout PoiLight poiLight)
{
float MainColorFeatherStep = _BaseColor_Step - _BaseShade_Feather;
float firstColorFeatherStep = _ShadeColor_Step - _1st2nd_Shades_Feather;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 firstShadeMap = POI2D_SAMPLER_PAN(_1st_ShadeMap, _MainTex, poiUV(poiMesh.uv[_1st_ShadeMapUV], _1st_ShadeMap_ST), _1st_ShadeMapPan);
#else
float4 firstShadeMap = float4(1, 1, 1, 1);
#endif
firstShadeMap = lerp(firstShadeMap, float4(poiFragData.baseColor, 1), _Use_BaseAs1st);
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 secondShadeMap = POI2D_SAMPLER_PAN(_2nd_ShadeMap, _MainTex, poiUV(poiMesh.uv[_2nd_ShadeMapUV], _2nd_ShadeMap_ST), _2nd_ShadeMapPan);
#else
float4 secondShadeMap = float4(1, 1, 1, 1);
#endif
secondShadeMap = lerp(secondShadeMap, firstShadeMap, _Use_1stAs2nd);
firstShadeMap.rgb *= _1st_ShadeColor.rgb; //* lighColor
secondShadeMap.rgb *= _2nd_ShadeColor.rgb; //* LightColor;
float shadowMask = 1;
shadowMask *= _Use_1stShadeMapAlpha_As_ShadowMask ?(_1stShadeMapMask_Inverse ?(1.0 - firstShadeMap.a) : firstShadeMap.a) : 1;
shadowMask *= _Use_2ndShadeMapAlpha_As_ShadowMask ?(_2ndShadeMapMask_Inverse ?(1.0 - secondShadeMap.a) : secondShadeMap.a) : 1;
float mainShadowMask = saturate(1 - ((poiLight.lightMap) - MainColorFeatherStep) / (_BaseColor_Step - MainColorFeatherStep) * (shadowMask));
float firstSecondShadowMask = saturate(1 - ((poiLight.lightMap) - firstColorFeatherStep) / (_ShadeColor_Step - firstColorFeatherStep) * (shadowMask));
mainShadowMask *= poiLight.shadowMask * _ShadowStrength;
firstSecondShadowMask *= poiLight.shadowMask * _ShadowStrength;
// 0 lerp | 1 multiply
if (_ShadingShadeMapBlendType == 0)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
else
{
poiFragData.baseColor.rgb *= lerp(1, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
poiLight.rampedLightMap = 1 - mainShadowMask;
}
#endif
void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
{
#if SUBTRACTIVE_LIGHTING
poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, _AttenuationMultiplier));
float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
#endif
}
UnityIndirect CreateIndirectLight(in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight)
{
UnityIndirect indirectLight;
indirectLight.diffuse = 0;
indirectLight.specular = 0;
#if defined(LIGHTMAP_ON)
indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
#if defined(DIRLIGHTMAP_COMBINED)
float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
);
indirectLight.diffuse = DecodeDirectionalLightmap(
indirectLight.diffuse, lightmapDirection, poiMesh.normals[1]
);
#endif
ApplySubtractiveLighting(indirectLight);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
);
#if defined(DIRLIGHTMAP_COMBINED)
float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_DynamicDirectionality, unity_DynamicLightmap,
poiMesh.lightmapUV.zw
);
indirectLight.diffuse += DecodeDirectionalLightmap(
dynamicLightDiffuse, dynamicLightmapDirection, poiMesh.normals[1]
);
#else
indirectLight.diffuse += dynamicLightDiffuse;
#endif
#endif
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
if (unity_ProbeVolumeParams.x == 1)
{
indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
float4(poiMesh.normals[1], 1), poiMesh.worldPos
);
indirectLight.diffuse = max(0, indirectLight.diffuse);
#if defined(UNITY_COLORSPACE_GAMMA)
indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
#endif
}
else
{
indirectLight.diffuse += max(0, ShadeSH9(float4(poiMesh.normals[1], 1)));
}
#else
indirectLight.diffuse += max(0, ShadeSH9(float4(poiMesh.normals[1], 1)));
#endif
#endif
indirectLight.diffuse *= poiLight.occlusion;
return indirectLight;
}
void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
{
#ifdef UNITY_PASS_FORWARDBASE
float shadowStrength = _ShadowStrength * poiLight.shadowMask;
#ifdef POI_PASS_OUTLINE
shadowStrength = lerp(0, shadowStrength, _OutlineShadowStrength);
#endif
#ifdef _LIGHTINGMODE_FLAT
poiLight.finalLighting = poiLight.directColor;
poiLight.rampedLightMap = poiLight.nDotLSaturated;
#endif
#ifdef _LIGHTINGMODE_TEXTURERAMP
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset).rgb, shadowStrength);
poiLight.finalLighting = lerp(_LightingShadowColor * lerp(poiLight.indirectColor, poiLight.rampedLightMap * poiLight.directColor, _LightingIgnoreAmbientColor) * poiLight.occlusion, poiLight.directColor, poiLight.rampedLightMap);
#endif
#ifdef _LIGHTINGMODE_MULTILAYER_MATH
#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
float4 blurMap = POI2D_SAMPLER_PAN(_MultilayerMathBlurMap, _MainTex, poiUV(poiMesh.uv[_MultilayerMathBlurMapUV], _MultilayerMathBlurMap_ST), _MultilayerMathBlurMapPan);
#else
float4 blurMap = 1;
#endif
float4 lns = float4(1, 1, 1, 1);
if (_LightingMulitlayerNonLinear)
{
lns.x = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r);
lns.y = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _Shadow2ndBorder, _Shadow2ndBlur * blurMap.g);
lns.z = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _Shadow3rdBorder, _Shadow3rdBlur * blurMap.b);
lns.w = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r, _ShadowBorderRange);
}
else
{
lns.x = poiEdgeLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r);
lns.y = poiEdgeLinearNoSaturate(poiLight.lightMap, _Shadow2ndBorder, _Shadow2ndBlur * blurMap.g);
lns.z = poiEdgeLinearNoSaturate(poiLight.lightMap, _Shadow3rdBorder, _Shadow3rdBlur * blurMap.b);
lns.w = poiEdgeLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r, _ShadowBorderRange);
}
lns = saturate(lns);
float3 indirectColor = 1;
if (_ShadowColor.a > 0)
{
#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadowColorTex = POI2D_SAMPLER_PAN(_ShadowColorTex, _MainTex, poiUV(poiMesh.uv[_ShadowColorTexUV], _ShadowColorTex_ST), _ShadowColorTexPan);
#else
float4 shadowColorTex = float4(1, 1, 1, 1);
#endif
indirectColor = lerp(float3(1, 1, 1), shadowColorTex.rgb, shadowColorTex.a) * _ShadowColor.rgb;
}
if (_Shadow2ndColor.a > 0)
{
#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadow2ndColorTex = POI2D_SAMPLER_PAN(_Shadow2ndColorTex, _MainTex, poiUV(poiMesh.uv[_Shadow2ndColorTexUV], _Shadow2ndColorTex_ST), _Shadow2ndColorTexPan);
#else
float4 shadow2ndColorTex = float4(1, 1, 1, 1);
#endif
shadow2ndColorTex.rgb = lerp(float3(1, 1, 1), shadow2ndColorTex.rgb, shadow2ndColorTex.a) * _Shadow2ndColor.rgb;
lns.y = _Shadow2ndColor.a - lns.y * _Shadow2ndColor.a;
indirectColor = lerp(indirectColor, shadow2ndColorTex.rgb, lns.y);
}
if (_Shadow3rdColor.a > 0)
{
#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadow3rdColorTex = POI2D_SAMPLER_PAN(_Shadow3rdColorTex, _MainTex, poiUV(poiMesh.uv[_Shadow3rdColorTexUV], _Shadow3rdColorTex_ST), _Shadow3rdColorTexPan);
#else
float4 shadow3rdColorTex = float4(1, 1, 1, 1);
#endif
shadow3rdColorTex.rgb = lerp(float3(1, 1, 1), shadow3rdColorTex.rgb, shadow3rdColorTex.a) * _Shadow3rdColor.rgb;
lns.z = _Shadow3rdColor.a - lns.z * _Shadow3rdColor.a;
indirectColor = lerp(indirectColor, shadow3rdColorTex.rgb, lns.z);
}
indirectColor = lerp(indirectColor, indirectColor*poiFragData.baseColor, _ShadowMainStrength);
poiLight.rampedLightMap = lns.x;
indirectColor = lerp(indirectColor, 1, lns.w * _ShadowBorderColor.rgb);
indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor);
indirectColor = lerp(poiLight.directColor, indirectColor, shadowStrength * poiLight.shadowMask);
poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, lns.x);
// Old Way
//poiLight.rampedLightMap = saturate((poiLight.lightMap - (1 - _LightingGradientEnd)) / saturate((1 - _LightingGradientStart) - (1 - _LightingGradientEnd) + fwidth(poiLight.lightMap)));
//poiLight.finalLighting = lerp((_LightingShadowColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor) * poiLight.occlusion), (poiLight.directColor), saturate(poiLight.rampedLightMap + 1 - shadowStrength));
#endif
#ifdef _LIGHTINGMODE_SHADEMAP
poiLight.finalLighting = poiLight.directColor;
#endif
#ifdef _LIGHTINGMODE_REALISTIC
UnityLight light;
light.dir = poiLight.direction;
light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, poiLight.attenuationStrength) * poiLight.detailShadow);
light.ndotl = poiLight.nDotLSaturated;
UnityIndirect indirectLight = CreateIndirectLight(poiMesh, poiCam, poiLight);
#ifdef UNITY_PASS_FORWARDBASE
light.color = max(light.color * _PPLightingMultiplier, 0);
light.color = max(light.color + _PPLightingAddition, 0);
indirectLight.diffuse = max(indirectLight.diffuse * _PPLightingMultiplier, 0);
indirectLight.diffuse = max(indirectLight.diffuse + _PPLightingAddition, 0);
#endif
poiLight.rampedLightMap = poiLight.nDotLSaturated;
poiLight.finalLighting = max(UNITY_BRDF_PBS(1, 0, 0, 0, poiMesh.normals[1], poiCam.viewDir, light, indirectLight).xyz, _LightingMinLightBrightness);
#endif
//ifex _LightingMode!=7
#ifdef _LIGHTINGMODE_CLOTH
#if defined(PROP_CLOTHMETALLICSMOOTHNESSMAP) || !defined(OPTIMIZER_ENABLED)
float4 clothmapsample = POI2D_SAMPLER_PAN(_ClothMetallicSmoothnessMap, _MainTex, poiUV(poiMesh.uv[_ClothMetallicSmoothnessMapUV], _ClothMetallicSmoothnessMap_ST), _ClothMetallicSmoothnessMapPan);
float roughness = 1 - (clothmapsample.a * _ClothSmoothness);
float reflectance = _ClothReflectance * clothmapsample.b;
float clothmask = clothmapsample.g;
float metallic = pow(clothmapsample.r * _ClothMetallic, 2) * ClothMetallic(clothmask);
roughness = _ClothMetallicSmoothnessMapInvert == 1 ? 1 - roughness : roughness;
#else
float roughness = 1 - (_ClothSmoothness);
float metallic = pow(_ClothMetallic, 2);
float reflectance = _ClothReflectance;
float clothmask = 1;
#endif
float perceptualRoughness = pow(roughness, 2);
float clampedRoughness = max(0.002, perceptualRoughness);
float f0 = 0.16 * reflectance * reflectance * (1 - metallic) + poiFragData.baseColor * metallic;
float3 fresnel = Fresnel(f0, poiLight.nDotV);
float3 dfg = SampleDFG(poiLight.nDotV, perceptualRoughness);
float energyCompensation = EnvBRDFEnergyCompensation(dfg, f0, clothmask);
poiLight.finalLighting = Fd_Burley(perceptualRoughness, poiLight.nDotV, poiLight.nDotLSaturated, poiLight.lDotH);
poiLight.finalLighting *= _LightColor0 * poiLight.attenuation * poiLight.nDotLSaturated;
float3 specular = max(0, Specular(clampedRoughness, poiLight, f0, poiMesh.normals[1], clothmask) * poiLight.finalLighting * energyCompensation * UNITY_PI); // (D * V) * F
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
float3 indirectDiffuse;
indirectDiffuse.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, poiMesh.normals[1]);
indirectDiffuse.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, poiMesh.normals[1]);
indirectDiffuse.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, poiMesh.normals[1]);
indirectDiffuse = max(0, indirectDiffuse);
float3 indirectSpecular = IndirectSpecular(dfg, roughness, poiLight.occlusion, energyCompensation, clothmask, indirectDiffuse, f0, poiLight, poiFragData, poiCam, poiMesh);
poiLight.finalLightAdd += max(0, specular + indirectSpecular);
poiLight.finalLighting += indirectDiffuse * poiLight.occlusion;
poiFragData.baseColor.xyz *= (1 - metallic);
#endif
//endex
#ifdef _LIGHTINGMODE_WRAPPED
#define GREYSCALE_VECTOR float3(.33333, .33333, .33333)
float3 directColor = _LightColor0.rgb * saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
float3 indirectColor = ShadeSH9_wrapped(poiMesh.normals[_LightingIndirectUsesNormals], _LightingWrappedWrap) * poiLight.occlusion;
float3 ShadeSH9Plus_2 = GetSHMaxL1();
float bw_topDirectLighting_2 = dot(_LightColor0.rgb, GREYSCALE_VECTOR);
float bw_directLighting = dot(directColor, GREYSCALE_VECTOR);
float bw_indirectLighting = dot(indirectColor, GREYSCALE_VECTOR);
float bw_topIndirectLighting = dot(ShadeSH9Plus_2, GREYSCALE_VECTOR);
poiLight.lightMap = smoothstep(0, bw_topIndirectLighting + bw_topDirectLighting_2, bw_indirectLighting + bw_directLighting) * poiLight.detailShadow;
poiLight.rampedLightMap = saturate((poiLight.lightMap - (1 - _LightingGradientEnd)) / saturate((1 - _LightingGradientStart) - (1 - _LightingGradientEnd) + fwidth(poiLight.lightMap)));
float3 mathRamp = lerp(float3(1, 1, 1), saturate(lerp((_LightingShadowColor * lerp(indirectColor, 1, _LightingIgnoreAmbientColor)), float3(1, 1, 1), saturate(poiLight.rampedLightMap))), _ShadowStrength);
float3 finalWrap = directColor + indirectColor;
if (_LightingCapEnabled)
{
finalWrap = clamp(finalWrap, _LightingMinLightBrightness, _LightingCap);
}
else
{
finalWrap = max(finalWrap, _LightingMinLightBrightness);
}
poiLight.finalLighting = finalWrap * saturate(mathRamp + 1 - _ShadowStrength);
#endif
#ifdef _LIGHTINGMODE_SKIN
float3 ambientNormalWorld = poiMesh.normals[1];//aTangentToWorld(s, s.blurredNormalTangent);
poiLight.rampedLightMap = poiLight.nDotLSaturated;
// Scattering mask.
#if defined(PROP_SKINTHICKNESS) || !defined(OPTIMIZER_ENABLED)
float subsurface = 1 - POI2D_SAMPLER_PAN(_SkinThicknessMap, _MainTex, poiUV(poiMesh.uv[_SkinThicknessMapUV], _SkinThicknessMap_ST), _SkinThicknessMapPan).r;
#else
float subsurface = 1;
#endif
if(_SkinThicknessMapInvert)
{
subsurface = 1 - subsurface;
}
if(_SkinThicknessPower != 1)
{
subsurface = pow(subsurface, _SkinThicknessPower);
}
float skinScattering = saturate(subsurface * _SssScale * 2);
// Skin subsurface depth absorption tint.
// cf http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf pg 35
// link dead, https://ia600902.us.archive.org/25/items/crytek_presentations/2014_03_25_CRYENGINE_GDC_Schultz.pdf
half3 absorption = exp((1.0h - subsurface) * _SssTransmissionAbsorption.rgb);
// Albedo scale for absorption assumes ~0.5 luminance for Caucasian skin.
absorption *= saturate(poiFragData.baseColor * unity_ColorSpaceDouble.rgb);
// Blurred normals for indirect diffuse and direct scattering.
ambientNormalWorld = normalize(lerp(poiMesh.normals[1], ambientNormalWorld, _SssBumpBlur));
float ndlBlur = dot(poiMesh.normals[1], poiLight.direction) * 0.5h + 0.5h;
float lumi = dot(poiLight.directColor, half3(0.2126h, 0.7152h, 0.0722h));
float4 sssLookupUv = float4(ndlBlur, skinScattering * lumi, 0.0f, 0.0f);
half3 sss = poiLight.lightMap * poiLight.attenuation * tex2Dlod(_SkinLUT, sssLookupUv).rgb;
poiLight.finalLighting = lerp(poiLight.directColor, min(lerp(poiLight.indirectColor * _LightingShadowColor, _LightingShadowColor, _LightingIgnoreAmbientColor) * poiLight.occlusion + (sss * poiLight.directColor), poiLight.directColor), _ShadowStrength);
#endif
#ifdef _LIGHTINGMODE_SDF
float3 forward = normalize(UnityObjectToWorldDir(float4(_SDFForward.xyz, 1)));
float3 left = normalize(UnityObjectToWorldDir(float4(_SDFLeft.xyz, 1)));
float3 lightDirHorizontal = normalize(float3(poiLight.direction.x, 0, poiLight.direction.z));
float lightAtten = 1 - (dot(lightDirHorizontal, forward) * 0.5 + 0.5);
float filpU = sign(dot(lightDirHorizontal, left));
#if defined(PROP_SDFSHADINGTEXTURE) || !defined(OPTIMIZER_ENABLED)
float shadowSDF = POI2D_SAMPLER_PAN(_SDFShadingTexture, _MainTex, poiUV(poiMesh.uv[_SDFShadingTextureUV], _SDFShadingTexture_ST) * float2(filpU, 1), _SDFShadingTexturePan).r;
#else
float shadowSDF = float2(1, 1);
#endif
float blur = _SDFBlur * 0.1;
float faceShadow = smoothstep(lightAtten - blur, lightAtten + blur, shadowSDF) * poiLight.detailShadow;
float3 indirectColor = _LightingShadowColor.rgb;
indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor);
indirectColor = lerp(poiLight.directColor, indirectColor, _ShadowStrength * poiLight.shadowMask);
poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, faceShadow);
#endif
#endif
#ifdef POI_PASS_ADD
// Realistic
if (_LightingAdditiveType == 0)
{
poiLight.rampedLightMap = max(0, poiLight.nDotL);
poiLight.finalLighting = poiLight.directColor * poiLight.attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * poiLight.additiveShadow;
}
// Toon
if (_LightingAdditiveType == 1)
{
#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
float passthrough = 0;
#else
float passthrough = _LightingAdditivePassthrough;
#endif
if (_LightingAdditiveGradientEnd == _LightingAdditiveGradientStart) _LightingAdditiveGradientEnd += 0.001;
poiLight.rampedLightMap = smoothstep(_LightingAdditiveGradientEnd, _LightingAdditiveGradientStart, 1 - (.5 * poiLight.nDotL + .5));
#if defined(POINT) || defined(SPOT)
poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation;
#else
poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5)));
#endif
}
// Wrapped
if (_LightingAdditiveType == 2)
{
/*
float uv = saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * poiLight.detailShadow;
poiLight.rampedLightMap = lerp(poiLight.directColor * max(poiLight.additiveShadow, passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.detailShadow;
float shadowatten = max(poiLight.additiveShadow, _LightingAdditivePassthrough);
poiLight.finalLighting = poiLight.directColor * poiLight.rampedLightMap * saturate(poiLight.attenuation * uv * shadowatten);
*/
}
#endif
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
float3 vertexLighting = float3(0, 0, 0);
for (int index = 0; index < 4; index++)
{
//UNITY_BRANCH
if (_LightingAdditiveType == 0)
{
vertexLighting += poiLight.vColor[index] * poiLight.vAttenuationDotNL[index] * poiLight.detailShadow; // Realistic
}
//UNITY_BRANCH
if (_LightingAdditiveType == 1) // Toon
{
vertexLighting += lerp(poiLight.vColor[index] * poiLight.vAttenuation[index], poiLight.vColor[index] * _LightingAdditivePassthrough * poiLight.vAttenuation[index], smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, .5 * poiLight.vDotNL[index] + .5)) * poiLight.detailShadow;
}
//UNITY_BRANCH
/*
if (_LightingAdditiveType == 2) //if(_LightingAdditiveType == 2) // Wrapped
{
float uv = saturate(RTWrapFunc(-poiLight.vDotNL[index], _LightingWrappedWrap, _LightingWrappedNormalization)) * poiLight.detailShadow;
poiLight.rampedLightMap = lerp(_LightingShadowColor, float3(1, 1, 1), saturate(1 - smoothstep(_LightingGradientStart - .000001, _LightingGradientEnd, 1 - uv)));
vertexLighting += poiLight.vColor[index] * poiLight.rampedLightMap * saturate(poiLight.vAttenuation[index] * uv);
}
*/
}
float3 mixedLight = poiLight.finalLighting;
poiLight.finalLighting = vertexLighting + poiLight.finalLighting;
#endif
}
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
void ApplyAudioLinkDecal(in PoiMesh poiMesh, inout PoiFragData poiFragData, in PoiMods poiMods)
{
float4 colorAndMask = float4(1, 1, 1, 1);
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
colorAndMask = POI2D_SAMPLER_PAN(_ALDecalColorMask, _MainTex, poiUV(poiMesh.uv[_ALDecalColorMaskUV], _ALDecalColorMask_ST), _ALDecalColorMaskPan);
#endif
float2 uv = poiMesh.uv[_ALDecalUV];
float2 decalCenter = _ALUVPosition;
float theta = radians(_ALUVRotation + _Time.z * _ALUVRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
uv = remap(uv, float2(0, 0) - _ALUVScale.xz / 2 + _ALUVPosition, _ALUVScale.yw / 2 + _ALUVPosition, float2(0, 0), float2(1, 1));
// Mask
float4 audioLinkMask = 1.0;
// UV
float2 aluv = uv;
if (_ALDecalUVMode == 1)
{
float2 uvdir = uv * 2 - 1;
aluv.x = frac(atan2(uvdir.y, uvdir.x) * UNITY_INV_TWO_PI);
aluv.y = length(uvdir);
}
// Scale / Offset / Step
float maskY = aluv.y;
if (_ALDecalUVMode == 1)
{
maskY = remap(maskY, _ALDecaldCircleDimensions.x, _ALDecaldCircleDimensions.y, 0, 1);
}
float maskX = aluv.x;
if (_ALDecalUVMode == 1)
{
maskX = remap(maskX, _ALDecaldCircleDimensions.z, _ALDecaldCircleDimensions.w, 0, 1);
}
float maskVolume = _ALDecalVolumeStep != 0.0 ? floor(maskY * _ALDecalVolumeStep) / _ALDecalVolumeStep : maskY;
float maskBand = _ALDecalBandStep != 0.0 ? floor(maskX * _ALDecalBandStep) / _ALDecalBandStep : maskX;
// Copy
audioLinkMask.r = maskVolume;
audioLinkMask.g = maskBand;
// Clip
audioLinkMask.b = maskVolume < _ALDecalVolumeClipMin || maskVolume > _ALDecalVolumeClipMax ? 0.0 : audioLinkMask.b;
audioLinkMask.b = maskBand < _ALDecalBandClipMin || maskBand > _ALDecalBandClipMax ? 0.0 : audioLinkMask.b;
// Shape Clip
if (_ALDecalShapeClip)
{
float volumeth = _ALDecalShapeClipVolumeWidth;
if (_ALDecalVolumeStep != 0.0) audioLinkMask.b = frac(maskY * _ALDecalVolumeStep) > volumeth ? 0.0 : audioLinkMask.b;
float bandwidth = _ALDecalUVMode == 1 ? _ALDecalShapeClipBandWidth / aluv.y : _ALDecalShapeClipBandWidth;
float bandth = 1.0 - bandwidth;
if (_ALDecalBandStep != 0.0) audioLinkMask.b = frac(maskX * _ALDecalBandStep + bandth * 0.5) < bandth ? 0.0 : audioLinkMask.b;
}
// AudioLink
float2 audioLinkUV = float2(frac(audioLinkMask.g * 2.0), 4.5 / 4.0 + floor(audioLinkMask.g * 2.0) / 4.0);
audioLinkUV.y *= 0.0625;
float4 audioTexture = _AudioTexture.Sample(sampler_linear_clamp, audioLinkUV);
float audioVal = audioTexture.b * _ALDecalVolume * lerp(_ALDecalBaseBoost, _ALDecalTrebleBoost, audioLinkMask.g);
float audioLinkValue = _ALDecalLineWidth < 1.0 ? abs(audioVal - audioLinkMask.r) < _ALDecalLineWidth : audioVal > audioLinkMask.r * 2.0;
audioLinkValue = saturate(audioLinkValue) * audioLinkMask.b;
//clip(audioLinkValue - .5);
audioLinkValue *= colorAndMask.a;
if (!poiMods.audioLinkAvailable)
{
audioLinkValue = 0;
}
float3 alColorChord = _AudioTexture.Sample(sampler_linear_clamp, float2(maskX, 24.5 / 64.0)).rgb;
float volumeColorSrc = audioLinkMask.g;
if (_ALDecalVolumeColorSource == 1) volumeColorSrc = audioLinkMask.r;
if (_ALDecalVolumeColorSource == 2) volumeColorSrc = audioVal;
float3 lowColor = _ALDecalVolumeColorLow.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorLow.rgb, _ALDecalVolumeColorLowThemeIndex);
float3 midColor = _ALDecalVolumeColorMid.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorMid.rgb, _ALDecalVolumeColorMidThemeIndex);
float3 highColor = _ALDecalVolumeColorHigh.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorHigh.rgb, _ALDecalVolumeColorHighThemeIndex);
float3 volumeColor = lerp(lowColor, midColor, saturate(volumeColorSrc * 2));
volumeColor = lerp(volumeColor, highColor, saturate(volumeColorSrc * 2 - 1));
float3 emissionColor = lerp(lowColor * _ALDecalLowEmission, midColor * _ALDecalMidEmission, saturate(volumeColorSrc * 2));
emissionColor = lerp(emissionColor, highColor * _ALDecalHighEmission, saturate(volumeColorSrc * 2 - 1));
//poiFragData.baseColor = lerp(poiFragData.baseColor, volumeColor, audioLinkValue);
#if defined(POI_PASS_BASE) || defined(POI_PASS_ADD)
poiFragData.emission += emissionColor * audioLinkValue;
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor, customBlend(poiFragData.baseColor, volumeColor * colorAndMask.rgb, _ALDecalBlendType), saturate(_ALDecalBlendAlpha * audioLinkValue));
#endif
poiFragData.alpha = lerp(poiFragData.alpha, poiFragData.alpha * audioLinkValue, _ALDecalControlsAlpha);
}
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
void applyFlipbook(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
float4 flipBookPixel = float4(0, 0, 0, 0);
#if defined(PROP_FLIPBOOKMASK) || !defined(OPTIMIZER_ENABLED)
float flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiUV(poiMesh.uv[_FlipbookMaskUV], _FlipbookMask_ST), _FlipbookMaskPan)[_FlipbookMaskChannel];
#else
float flipBookMask = 1;
#endif
if (_FlipbookMaskGlobalMask > 0)
{
flipBookMask = customBlend(flipBookMask, poiMods.globalMask[_FlipbookMaskGlobalMask-1], _FlipbookMaskGlobalMaskBlendType);
}
float4 flipbookScaleOffset = _FlipbookScaleOffset;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookScaleOffset.xy += lerp(_AudioLinkFlipbookScale.xy, _AudioLinkFlipbookScale.zw, poiMods.audioLink[_AudioLinkFlipbookScaleBand]);
}
#endif
flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
float2 uv = frac(poiMesh.uv[_FlipbookTexArrayUV]);
float theta = radians(_FlipbookRotation + _Time.z * _FlipbookRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = flipbookScaleOffset.zw + .5;
// 2d rotation
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float4 sideOffset = float4(-(_FlipbookSideOffset.x), _FlipbookSideOffset.y, -(_FlipbookSideOffset.z), _FlipbookSideOffset.w);
float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.xz, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.yw, float2(0, 0), float2(1, 1));
UNITY_BRANCH
if (_FlipbookTiled == 0)
{
if (max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
return;
}
}
float currentFrame = 0;
float width;
float height;
float totalFrames;
_FlipbookTexArray.GetDimensions(width, height, totalFrames);
if (_FlipbookStartAndEnd)
{
totalFrames -= (totalFrames - min(max(_FlipbookStartFrame, _FlipbookEndFrame), totalFrames));
totalFrames -= max(0, _FlipbookStartFrame);
}
if (!_FlipbookManualFrameControl)
{
if (_FlipbookFPS != 0)
{
currentFrame = ((_Time.y / (1 / _FlipbookFPS)) + _FlipbookFrameOffset) % totalFrames;
if (_FlipbookStartAndEnd)
{
currentFrame += _FlipbookStartFrame;
}
}
}
else
{
currentFrame = fmod(_FlipbookCurrentFrame, totalFrames);
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
if (_FlipbookChronotensityEnabled)
{
currentFrame += AudioLinkGetChronoTime(_FlipbookChronoType, _FlipbookChronotensityBand) * _FlipbookChronotensitySpeed;
}
currentFrame += lerp(_AudioLinkFlipbookFrame.x, _AudioLinkFlipbookFrame.y, poiMods.audioLink[_AudioLinkFlipbookFrameBand]);
float totalFramesAL = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesAL += max(0, _FlipbookStartFrame);
}
currentFrame %= totalFramesAL;
}
#endif
flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor(currentFrame)));
UNITY_BRANCH
if (_FlipbookCrossfadeEnabled)
{
float totalFramesCF = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesCF += max(0, _FlipbookStartFrame);
}
float4 flipbookNextPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor((currentFrame + 1) % totalFramesCF)));
flipBookPixel = lerp(flipBookPixel, flipbookNextPixel, smoothstep(_FlipbookCrossfadeRange.x, _FlipbookCrossfadeRange.y, frac(currentFrame)));
}
UNITY_BRANCH
if (_FlipbookIntensityControlsAlpha)
{
flipBookPixel.a = poiMax(flipBookPixel.rgb);
}
UNITY_BRANCH
if (_FlipbookColorReplaces)
{
flipBookPixel.rgb = poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
else
{
flipBookPixel.rgb *= poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
UNITY_BRANCH
if (_FlipbookHueShiftEnabled)
{
flipBookPixel.rgb = hueShift(flipBookPixel.rgb, _FlipbookHueShift + _Time.x * _FlipbookHueShiftSpeed);
}
half flipbookAlpha = 1;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookAlpha += saturate(lerp(_AudioLinkFlipbookAlpha.x, _AudioLinkFlipbookAlpha.y, poiMods.audioLink[_AudioLinkFlipbookAlphaBand]));
}
#endif
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * _FlipbookReplace * flipBookMask * flipbookAlpha);
poiFragData.baseColor = poiFragData.baseColor + flipBookPixel.rgb * _FlipbookAdd * flipBookMask * flipbookAlpha;
poiFragData.baseColor = poiFragData.baseColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * flipBookMask * _FlipbookMultiply * flipbookAlpha);
float flipbookEmissionStrength = _FlipbookEmissionStrength;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookEmissionStrength += max(lerp(_AudioLinkFlipbookEmission.x, _AudioLinkFlipbookEmission.y, poiMods.audioLink[_AudioLinkFlipbookEmissionBand]), 0);
}
#endif
poiFragData.emission += lerp(0, flipBookPixel.rgb * flipbookEmissionStrength, flipBookPixel.a * _FlipbookColor.a * flipBookMask * flipbookAlpha);
#endif
UNITY_BRANCH
if (_FlipbookAlphaControlsFinalAlpha)
{
poiFragData.alpha = lerp(poiFragData.alpha, flipBookPixel.a * _FlipbookColor.a, flipBookMask);
}
#endif
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
void applyMirror(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float inMirror = 0;
if (_VisibilityMode == 1) // VRC
inMirror = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
inMirror = IsInMirror();
#if (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 mirrorTexture = POI2D_SAMPLER_PAN(_MirrorTexture, _MainTex, poiMesh.uv[_MirrorTextureUV], _MirrorTexturePan);
if (inMirror)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, mirrorTexture.rgb, _MirrorTextureBlendType), mirrorTexture.a * _MirrorColor.a);
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#else
if (inMirror)
{
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#endif
#endif
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
void calculateBlackLightMasks(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#ifdef VERTEXLIGHT_ON
for (int lightIndex = 0; lightIndex < 4; lightIndex ++)
{
float3 lightPos = float3(unity_4LightPosX0[lightIndex], unity_4LightPosY0[lightIndex], unity_4LightPosZ0[lightIndex]);
if (!distance(unity_LightColor[lightIndex].rgb, float3(0, 0, 0)))
{
if (_BlackLightMasking0GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking0Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking0GlobalMaskIndex-1, _BlackLightMasking0GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking1GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking1Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking1GlobalMaskIndex-1, _BlackLightMasking1GlobalMaskBlendType, smoothstep(_BlackLightMasking1Range.y, _BlackLightMasking1Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking2GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking2Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking2GlobalMaskIndex-1, _BlackLightMasking2GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking3GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking3Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking3GlobalMaskIndex-1, _BlackLightMasking3GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
}
}
#endif
}
#endif
//endex
// normal correct code from https://github.com/yoship1639/UniToon (MIT)
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
void applyNormalCorrect(inout VertexOut i)
{
float3 normalCorrectObject = i.localPos.xyz - _NormalCorrectOrigin;
normalCorrectObject.y = 0;
normalCorrectObject = normalize(normalCorrectObject);
float3 normalCorrectWorld = UnityObjectToWorldDir(normalCorrectObject);
i.normal.xyz = normalize(lerp(i.normal.xyz, normalCorrectWorld, _NormalCorrectAmount));
i.objNormal.xyz = normalize(lerp(i.objNormal.xyz, normalCorrectObject, _NormalCorrectAmount));
}
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
void ApplyBacklight(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiCam poiCam, inout PoiMods poiMods)
{
// Color
float3 backlightColor = _BacklightColor.rgb;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
backlightColor *= POI2D_SAMPLER_PAN(_BacklightColorTex, _MainTex, poiUV(poiMesh.uv[_BacklightColorTexUV], _BacklightColorTex_ST), _BacklightColorTexPan).rgb;
#endif
float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], _BacklightNormalStrength);
// Factor
float3 headDir = normalize(getCameraPosition() - poiMesh.worldPos.xyz);
float headDotLight = dot(headDir, poiLight.direction);
float backlightFactor = pow(saturate(-headDotLight * 0.5 + 0.5), max(0, _BacklightDirectivity));
float backlightLN = dot(normalize(-headDir * _BacklightViewStrength + poiLight.direction), normal) * 0.5 + 0.5;
if(_BacklightReceiveShadow) backlightLN *= saturate(poiLight.attenuation);
backlightLN = poiEdgeLinear(backlightLN, _BacklightBorder, _BacklightBlur);
float backlight = saturate(backlightFactor * backlightLN);
backlight = !poiMesh.isFrontFace && _BacklightBackfaceMask ? 0.0 : backlight;
// Blend
backlightColor = lerp(backlightColor, backlightColor * poiFragData.baseColor, _BacklightMainStrength);
poiLight.finalLightAdd += backlight * backlightColor * poiLight.directColor;
}
#endif
//endex
//ifex _VideoEffectsEnable==0
float3 applyBacklight(float3 videoTexture, half backlightStrength)
{
return max(backlightStrength, videoTexture.rgb);
}
float3 applyViewAngleTN(float3 videoTexture, PoiCam poiCam, PoiMesh poiMesh)
{
float3 reflectionVector = normalize(reflect(poiCam.viewDir.rgb, poiMesh.normals[1].rgb));
float upwardShift = dot(reflectionVector, poiMesh.binormal[0]);
upwardShift = pow(upwardShift, 1);
float sideShift = dot(reflectionVector, poiMesh.tangent[0]);
sideShift *= pow(sideShift, 3);
#if !UNITY_COLORSPACE_GAMMA
videoTexture = LinearToGammaSpace(videoTexture);
#endif
videoTexture = saturate(lerp(half3(0.5, 0.5, 0.5), videoTexture, upwardShift + 1));
#if !UNITY_COLORSPACE_GAMMA
videoTexture = GammaToLinearSpace(videoTexture);
#endif
videoTexture = (lerp(videoTexture, videoTexture.gbr, sideShift));
return videoTexture;
}
float calculateCRTPixelBrightness(float2 uv)
{
float totalPixels = _VideoResolution.x * _VideoResolution.y;
float2 uvPixel = float2((floor((1 - uv.y) * _VideoResolution.y)) / _VideoResolution.y, (floor(uv.x * _VideoResolution.x)) / _VideoResolution.x);
float currentPixelNumber = _VideoResolution.x * (_VideoResolution.y * uvPixel.x) + _VideoResolution.y * uvPixel.y;
float currentPixelAlpha = currentPixelNumber / totalPixels;
half electronBeamAlpha = frac(_Time.y * _VideoCRTRefreshRate);
float electronBeamPixelNumber = totalPixels * electronBeamAlpha;
float DistanceInPixelsFromCurrentElectronBeamPixel = 0;
if (electronBeamPixelNumber >= currentPixelNumber)
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber - currentPixelNumber;
}
else
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber + (totalPixels - currentPixelNumber);
}
float CRTFrameTime = 1 / _VideoCRTRefreshRate;
float timeSincecurrentPixelWasHitByElectronBeam = (DistanceInPixelsFromCurrentElectronBeamPixel / totalPixels);
return saturate(_VideoCRTPixelEnergizedTime - timeSincecurrentPixelWasHitByElectronBeam);
}
void applyContrastSettings(inout float3 pixel)
{
#if !UNITY_COLORSPACE_GAMMA
pixel = LinearToGammaSpace(pixel);
#endif
pixel = saturate(lerp(half3(0.5, 0.5, 0.5), pixel, _VideoContrast + 1));
#if !UNITY_COLORSPACE_GAMMA
pixel = GammaToLinearSpace(pixel);
#endif
}
void applySaturationSettings(inout float3 pixel)
{
pixel = lerp(pixel.rgb, dot(pixel.rgb, float3(0.3, 0.59, 0.11)), -(_VideoSaturation));
}
void applyVideoSettings(inout float3 pixel)
{
applySaturationSettings(pixel);
applyContrastSettings(pixel);
}
void calculateLCD(inout float4 videoTexture, float3 pixels)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateTN(inout float4 videoTexture, float3 pixels, PoiCam poiCam, PoiMesh poiMesh)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
videoTexture.rgb = applyViewAngleTN(videoTexture, poiCam, poiMesh);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateCRT(inout float4 videoTexture, float3 pixels, float2 uv)
{
float brightness = calculateCRTPixelBrightness(uv);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * brightness * _VideoBacklight;
}
void calculateOLED(inout float4 videoTexture, float3 pixels)
{
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateGameboy(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
// half brightness = saturate((videoTexture.r + videoTexture.g + videoTexture.b) * .3333333);
half brightness = LinearRgbToLuminance(LinearToGammaSpace(videoTexture.rgb));
#if defined(PROP_VIDEOGAMEBOYRAMP) || !defined(OPTIMIZER_ENABLED)
videoTexture.rgb = tex2Dlod(_VideoGameboyRamp, float4(brightness.xx, 0, 0));
#else
float3 dg = float3(0.00392156863, 0.0392156863, 0.00392156863);
float3 lg = float3(0.333333333, 0.5, 0.00392156863);
videoTexture.rgb = lerp(dg, lg, brightness);
#endif
}
void calculateProjector(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
float3 projectorColor = videoTexture * _VideoBacklight;
videoTexture.r = clamp(projectorColor.r, videoTexture.r, 1000);
videoTexture.g = clamp(projectorColor.g, videoTexture.g, 1000);
videoTexture.b = clamp(projectorColor.b, videoTexture.b, 1000);
}
void applyVideoEffectsMainTex(inout float4 mainTexture, in PoiMesh poiMesh)
{
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
float2 originalUVs = uvs;
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
mainTexture = _MainTex.SampleGrad(sampler_MainTex, uvs, ddx(originalUVs), ddy(originalUVs));
}
}
void applyVideoEffects(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
{
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
float3 pixels = tex2D(_VideoPixelTexture, poiUV(poiMesh.uv[_VideoPixelTextureUV], _VideoPixelTexture_ST) * _VideoResolution);
#else
float3 pixels = 1;
#endif
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
else
{
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
float4 modifiedVideoTexture = 0;
modifiedVideoTexture.rgb = poiFragData.baseColor;
modifiedVideoTexture.a = poiFragData.alpha;
// UNITY_BRANCH
// if(_VideoRepeatVideoTexture == 1)
// {
// if(poiMesh.uv[_VideoUVNumber].x > 1 || poiMesh.uv[_VideoUVNumber].x < 0 || poiMesh.uv[_VideoUVNumber].y > 1 || poiMesh.uv[_VideoUVNumber].y < 0)
// {
// return;
// }
// }
switch(_VideoType)
{
case 0: // LCD
{
calculateLCD(modifiedVideoTexture, pixels);
break;
}
case 1: // TN
{
calculateTN(modifiedVideoTexture, pixels, poiCam, poiMesh);
break;
}
case 2: // CRT
{
calculateCRT(modifiedVideoTexture, pixels, uvs);
break;
}
case 3: // OLED
{
calculateOLED(modifiedVideoTexture, pixels);
break;
}
case 4: // Gameboy
{
calculateGameboy(modifiedVideoTexture);
break;
}
case 5: // Projector
{
calculateProjector(modifiedVideoTexture);
break;
}
}
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
float screenMask = POI2D_SAMPLER_PAN(_VideoMaskTexture, _MainTex, poiUV(poiMesh.uv[_VideoMaskTextureUV], _VideoMaskTexture_ST), _VideoMaskTexturePan)[_VideoMaskTextureChannel];
#else
float screenMask = 1;
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, modifiedVideoTexture, screenMask);
// UNITY_BRANCH
if (_VideoEmissionEnabled)
{
poiFragData.emission += modifiedVideoTexture.rgb * screenMask;
}
}
//endex
float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
PoiMesh poiMesh;
PoiInitStruct(PoiMesh, poiMesh);
PoiLight poiLight;
PoiInitStruct(PoiLight, poiLight);
PoiVertexLights poiVertexLights;
PoiInitStruct(PoiVertexLights, poiVertexLights);
PoiCam poiCam;
PoiInitStruct(PoiCam, poiCam);
PoiMods poiMods;
PoiInitStruct(PoiMods, poiMods);
poiMods.globalEmission = 1;
PoiFragData poiFragData;
poiFragData.emission = 0;
poiFragData.baseColor = float3(0, 0, 0);
poiFragData.finalColor = float3(0, 0, 0);
poiFragData.alpha = 1;
#ifdef POI_UDIMDISCARD
applyUDIMDiscard(i);
#endif
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
applyNormalCorrect(i);
#endif
//endex
// Mesh Data
poiMesh.objectPosition = i.objectPos;
poiMesh.objNormal = i.objNormal;
poiMesh.normals[0] = i.normal;
poiMesh.tangent[0] = i.tangent;
poiMesh.binormal[0] = i.binormal;
poiMesh.worldPos = i.worldPos.xyz;
poiMesh.localPos = i.localPos.xyz;
poiMesh.vertexColor = i.vertexColor;
poiMesh.isFrontFace = facing;
#ifndef POI_PASS_OUTLINE
if (!poiMesh.isFrontFace)
{
poiMesh.normals[0] *= -1;
poiMesh.tangent[0] *= -1;
poiMesh.binormal[0] *= -1;
}
#endif
poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
poiCam.tangentViewDir = normalize(ase_tanViewDir);
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 6 Distorted UV
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
poiMesh.lightmapUV = i.lightmapUV;
#endif
poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
poiMesh.uv[0] = i.uv[0];
poiMesh.uv[1] = i.uv[1];
poiMesh.uv[2] = i.uv[2];
poiMesh.uv[3] = i.uv[3];
poiMesh.uv[4] = poiMesh.uv[0];
poiMesh.uv[5] = poiMesh.worldPos.xz;
poiMesh.uv[6] = poiMesh.uv[0];
poiMesh.uv[7] = poiMesh.uv[0];
poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
//ifex _EnableDistortion==0
#ifdef USER_LUT
poiMesh.uv[7] = distortedUV(poiMesh);
#endif
//endex
/*
half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
poiMesh[8] = half2(dot(worldViewRight, poiMesh.normals[_MatcapNormal]), dot(worldViewUp, poiMesh.normals[_MatcapNormal])) * _MatcapBorder + 0.5;
*/
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
#ifndef POI_PASS_OUTLINE
//return frac(i.tangentViewDir.x);
//return float4(i.binormal.xyz,1);
applyParallax(poiMesh, poiLight, poiCam);
#endif
#endif
//endex
float2 mainUV = poiMesh.uv[_MainTexUV].xy;
if (_MainPixelMode)
{
mainUV = sharpSample(_MainTex_TexelSize, mainUV);
}
float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, _MainTex_ST), _MainTexPan, _MainTexStochastic);
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffectsMainTex(mainTexture, poiMesh);
}
//endex
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[_BumpMapUV].xy, _BumpMap_ST), _BumpMapPan, _BumpMapStochastic), _BumpScale);
#else
poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
#endif
//ifex _DetailEnabled==0
#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
ApplyDetailNormal(poiMods, poiMesh);
#endif
//endex
//ifex _RGBMaskEnabled==0
//ifex _RgbNormalsEnabled==0
#if defined(GEOM_TYPE_MESH) && defined(VIGNETTE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
calculateRGBNormals(poiMesh);
#endif
//endex
//endex
poiMesh.normals[1] = normalize(
poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
);
poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
#ifdef POI_PASS_OUTLINE
poiMesh.normals[1] = poiMesh.normals[0];
#endif
// Camera data
poiCam.forwardDir = getCameraForward();
poiCam.worldPos = _WorldSpaceCameraPos;
poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
//poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
poiCam.grabPos = i.grabPos;
poiCam.screenUV = calcScreenUVs(i.grabPos);
poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
poiCam.clipPos = i.pos;
poiCam.worldDirection = i.worldDirection;
calculateGlobalThemes(poiMods);
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
SetupAudioLink(poiFragData, poiMods, poiMesh);
#endif
//endex
poiLight.finalLightAdd = 0;
#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[_LightingAOMapsUV], _LightingAOMaps_ST), _LightingAOMapsPan);
poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, _LightDataAOStrengthR), lerp(1, AOMaps.g, _LightDataAOStrengthG)), lerp(1, AOMaps.b, _LightDataAOStrengthB)),lerp(1, AOMaps.a, _LightDataAOStrengthA));
#else
poiLight.occlusion = 1;
#endif
#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[_LightingDetailShadowMapsUV], _LightingDetailShadowMaps_ST), _LightingDetailShadowMapsPan);
#ifndef POI_PASS_ADD
poiLight.detailShadow = lerp(1, DetailShadows.r, _LightingDetailShadowStrengthR) * lerp(1, DetailShadows.g, _LightingDetailShadowStrengthG) * lerp(1, DetailShadows.b, _LightingDetailShadowStrengthB) * lerp(1, DetailShadows.a, _LightingDetailShadowStrengthA);
#else
poiLight.detailShadow = lerp(1, DetailShadows.r, _LightingAddDetailShadowStrengthR) * lerp(1, DetailShadows.g, _LightingAddDetailShadowStrengthG) * lerp(1, DetailShadows.b, _LightingAddDetailShadowStrengthB) * lerp(1, DetailShadows.a, _LightingAddDetailShadowStrengthA);
#endif
#else
poiLight.detailShadow = 1;
#endif
#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[_LightingShadowMasksUV], _LightingShadowMasks_ST), _LightingShadowMasksPan);
poiLight.shadowMask = lerp(1, ShadowMasks.r, _LightingShadowMaskStrengthR) * lerp(1, ShadowMasks.g, _LightingShadowMaskStrengthG) * lerp(1, ShadowMasks.b, _LightingShadowMaskStrengthB) * lerp(1, ShadowMasks.a, _LightingShadowMaskStrengthA);
#else
poiLight.shadowMask = 1;
#endif
#ifdef UNITY_PASS_FORWARDBASE
bool lightExists = false;
if (any(_LightColor0.rgb >= 0.002))
{
lightExists = true;
}
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
float4 lengthSq = 0;
lengthSq += toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
float4 lightAttenSq = unity_4LightAtten0;
float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
poiLight.vDotNL = 0;
poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
float4 corr = rsqrt(lengthSq);
poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vertexVDotNL = 0;
poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vAttenuationDotNL = saturate(poiLight.vAttenuation * saturate(poiLight.vDotNL));
[unroll]
for (int index = 0; index < 4; index++)
{
poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
poiLight.vDirection[index] = normalize(vertexToLightSource);
//poiLight.vAttenuationDotNL[index] = 1.0 / (1.0 + unity_4LightAtten0[index] * poiLight.vDotNL[index]);
poiLight.vColor[index] = _LightingAdditiveLimited ? min(_LightingAdditiveLimit, unity_LightColor[index].rgb) : unity_LightColor[index].rgb;
poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
poiLight.vDotNL[index] = dot(poiMesh.normals[1], -poiLight.vDirection[index]);
poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
}
#endif
//UNITY_BRANCH
if (_LightingColorMode == 0) // Poi Custom Light Color
{
float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
float magiLumi = calculateluminance(magic);
float normaLumi = calculateluminance(normalLight);
float maginormalumi = magiLumi + normaLumi;
float magiratio = magiLumi / maginormalumi;
float normaRatio = normaLumi / maginormalumi;
float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
float3 properLightColor = magic + normalLight;
float properLuminance = calculateluminance(magic + normalLight);
poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], _LightingIndirectUsesNormals), 1));
}
//UNITY_BRANCH
if (_LightingColorMode == 1) // More standard approach to light color
{
float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
if (lightExists)
{
poiLight.directColor = _LightColor0.rgb;
poiLight.indirectColor = indirectColor;
}
else
{
poiLight.directColor = indirectColor * 0.6;
poiLight.indirectColor = indirectColor * 0.5;
}
}
if (_LightingColorMode == 2) // UTS style
{
poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
}
if (_LightingColorMode == 3) // OpenLit
{
float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
poiLight.directColor += _LightColor0.rgb;
// OpenLit does a few other things by default like clamp direct colour
// see https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl#L174
// Should we add (if) statements to override Poi versions of these things?
// Or should we add new properties with same names with the same functions?
}
float lightMapMode = _LightingMapMode;
//UNITY_BRANCH
if (_LightingDirectionMode == 0)
{
poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
}
if (_LightingDirectionMode == 1 || _LightingDirectionMode == 2)
{
//UNITY_BRANCH
if (_LightingDirectionMode == 1)
{
poiLight.direction = mul(unity_ObjectToWorld, _LightngForcedDirection).xyz;;
}
//UNITY_BRANCH
if (_LightingDirectionMode == 2)
{
poiLight.direction = _LightngForcedDirection;
}
if (lightMapMode == 0)
{
lightMapMode == 1;
}
}
if (_LightingDirectionMode == 3) // UTS
{
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
poiLight.direction = lightDirection;
}
if (_LightingDirectionMode == 4) // OpenLit
{
poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
}
if (!any(poiLight.direction))
{
poiLight.direction = float3(.4, 1, .4);
}
poiLight.direction = normalize(poiLight.direction);
poiLight.attenuationStrength = _LightingCastedShadows;
poiLight.attenuation = 1;
if (!all(_LightColor0.rgb == 0.0))
{
UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
poiLight.attenuation *= attenuation;
}
if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
{
lightMapMode = 1;
if (_LightingDirectionMode == 0)
{
poiLight.direction = normalize(float3(.4, 1, .4));
}
}
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotLSaturated = saturate(poiLight.nDotL);
poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
// Poi special light map
if (lightMapMode == 0)
{
float3 ShadeSH9Plus = GetSHLength();
float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
float3 greyScaleVector = float3(.33333, .33333, .33333);
float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
}
// Normalized nDotL
if (lightMapMode == 1)
{
poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
}
// Saturated nDotL
if (lightMapMode == 2)
{
poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
}
poiLight.directColor = max(poiLight.directColor, 0.0001);
poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
if (_LightingColorMode == 3)
{
// OpenLit
poiLight.directColor = max(poiLight.directColor, _LightingMinLightBrightness);
}
else
{
poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, (_LightingMinLightBrightness * rcp(calculateluminance(poiLight.directColor)) )));
poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, (_LightingMinLightBrightness * rcp(calculateluminance(poiLight.indirectColor)))));
}
poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
if (_LightingCapEnabled)
{
poiLight.directColor = min(poiLight.directColor, _LightingCap);
poiLight.indirectColor = min(poiLight.indirectColor, _LightingCap);
}
if (_LightingForceColorEnabled)
{
poiLight.directColor = poiThemeColor(poiMods, _LightingForcedColor, _LightingForcedColorThemeIndex);
}
#ifdef UNITY_PASS_FORWARDBASE
poiLight.directColor = max(poiLight.directColor * _PPLightingMultiplier, 0);
poiLight.directColor = max(poiLight.directColor + _PPLightingAddition, 0);
poiLight.indirectColor = max(poiLight.indirectColor * _PPLightingMultiplier, 0);
poiLight.indirectColor = max(poiLight.indirectColor + _PPLightingAddition, 0);
#endif
#endif
#ifdef POI_PASS_ADD
#ifndef POI_LIGHT_DATA_ADDITIVE_ENABLE
return float4(mainTexture.rgb * .0001, 1);
#endif
#if defined(POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE) && defined(DIRECTIONAL)
return float4(mainTexture.rgb * .0001, 1);
#endif
poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
#if defined(POINT) || defined(SPOT)
#ifdef POINT
unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
#endif
#ifdef SPOT
unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
#endif
#else
UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
poiLight.attenuation = attenuation;
#endif
poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
poiLight.directColor = _LightingAdditiveLimited ? min(_LightingAdditiveLimit, _LightColor0.rgb) : _LightColor0.rgb;
#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
poiLight.indirectColor = 0;
#else
poiLight.indirectColor = lerp(0, poiLight.directColor, _LightingAdditivePassthrough);
#endif
poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotLSaturated = saturate(poiLight.nDotL);
poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
poiLight.lightMap = 1;
#endif
//ifex _LightDataDebugEnabled==0
if(_LightDataDebugEnabled)
{
#ifdef UNITY_PASS_FORWARDBASE
//UNITY_BRANCH
if (_LightingDebugVisualize <= 6)
{
switch(_LightingDebugVisualize)
{
case 0: // Direct Light Color
return float4(poiLight.directColor + mainTexture.rgb * .0001, 1);
break;
case 1: // Indirect Light Color
return float4(poiLight.indirectColor + mainTexture.rgb * .0001, 1);
break;
case 2: // Light Map
return float4(poiLight.lightMap + mainTexture.rgb * .0001, 1);
break;
case 3: // Attenuation
return float4(poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 4: // N Dot L
return float4(poiLight.nDotLNormalized, poiLight.nDotLNormalized, poiLight.nDotLNormalized, 1) + mainTexture * .0001;
break;
case 5:
return float4(poiLight.halfDir, 1) + mainTexture * .0001;
break;
case 6:
return float4(poiLight.direction, 1) + mainTexture * .0001;
break;
}
}
else
{
return POI_SAFE_RGB1;
}
#endif
#ifdef POI_PASS_ADD
//UNITY_BRANCH
if (_LightingDebugVisualize < 6)
{
return POI_SAFE_RGB1;
}
else
{
switch(_LightingDebugVisualize)
{
case 7:
return float4(poiLight.directColor * poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 8:
return float4(poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 9:
return float4(poiLight.additiveShadow + mainTexture.rgb * .0001, 1);
break;
case 10:
return float4(poiLight.nDotLNormalized + mainTexture.rgb * .0001, 1);
break;
case 11:
return float4(poiLight.halfDir, 1) + mainTexture * .0001;
break;
}
}
#endif
}
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
if (_TPS_BufferedDepthGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, _TPS_BufferedDepthGlobalMaskIndex-1, _TPS_BufferedDepthGlobalMaskBlendType, TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor));
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
calculateBlackLightMasks(poiMesh, poiMods);
#endif
//endex
poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, _ColorThemeIndex);
poiFragData.alpha = mainTexture.a * _Color.a;
//ifex _MainColorAdjustToggle==0
#ifdef COLOR_GRADING_HDR
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[_MainColorAdjustTextureUV], _MainColorAdjustTexture_ST), _MainColorAdjustTexturePan);
#else
float4 hueShiftAlpha = 1;
#endif
if (_MainHueGlobalMask > 0)
{
hueShiftAlpha.r = customBlend(hueShiftAlpha.r, poiMods.globalMask[_MainHueGlobalMask-1], _MainHueGlobalMaskBlendType);
}
if (_MainSaturationGlobalMask > 0)
{
hueShiftAlpha.b = customBlend(hueShiftAlpha.b, poiMods.globalMask[_MainSaturationGlobalMask-1], _MainSaturationGlobalMaskBlendType);
}
if (_MainBrightnessGlobalMask > 0)
{
hueShiftAlpha.g = customBlend(hueShiftAlpha.g, poiMods.globalMask[_MainBrightnessGlobalMask-1], _MainBrightnessGlobalMaskBlendType);
}
if (_MainHueShiftToggle)
{
float shift = _MainHueShift;
#ifdef POI_AUDIOLINK
//UNITY_BRANCH
if (poiMods.audioLinkAvailable && _MainHueALCTEnabled)
{
shift += AudioLinkGetChronoTime(_MainALHueShiftCTIndex, _MainALHueShiftBand) * _MainHueALMotionSpeed;
}
#endif
if (_MainHueShiftReplace)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + _MainHueShiftSpeed * _Time.x), hueShiftAlpha.r);
}
else
{
poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + _MainHueShiftSpeed * _Time.x)));
}
}
poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), -(_Saturation) * hueShiftAlpha.b);
poiFragData.baseColor = saturate(poiFragData.baseColor + _MainBrightness * hueShiftAlpha.g);
#endif
//endex
#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[_ClippingMaskUV], _ClippingMask_ST), _ClippingMaskPan).r;
if (_Inverse_Clipping)
{
alphaMask = 1 - alphaMask;
}
poiFragData.alpha *= alphaMask;
#endif
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffects(poiFragData, poiCam, poiMesh, poiLight, poiMods);
}
//endex
applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
//ifex _MainVertexColoringEnabled==0
applyVertexColor(poiFragData, poiMesh);
//endex
#ifdef POI_PASS_OUTLINE
applyOutlineColor(poiFragData, poiMesh, poiLight, poiMods, poiCam);
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
#endif
//endex
//ifex _ShadingEnabled==0
#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
#ifndef POI_PASS_OUTLINE
#ifdef _LIGHTINGMODE_SHADEMAP
applyShadeMapping(poiFragData, poiMesh, poiLight);
#endif
#endif
#endif
//endex
//ifex _ShadingEnabled==0
#ifdef VIGNETTE_MASKED
#ifdef POI_PASS_OUTLINE
//UNITY_BRANCH
if (_OutlineLit)
{
calculateShading(poiLight, poiFragData, poiMesh, poiCam);
}
else
{
poiLight.finalLighting = 1;
}
#else
calculateShading(poiLight, poiFragData, poiMesh, poiCam);
#endif
#else
//endex
poiLight.finalLighting = 1;
poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
//ifex _ShadingEnabled==0
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
ApplyAudioLinkDecal(poiMesh, poiFragData, poiMods);
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
applyFlipbook(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
applyMirror(poiFragData, poiMesh, poiMods);
#endif
//endex
UNITY_BRANCH
if (_AlphaPremultiply)
{
poiFragData.baseColor *= saturate(poiFragData.alpha);
}
poiFragData.finalColor = poiFragData.baseColor;
poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
ApplyBacklight(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//UNITY_BRANCH
if (_IgnoreFog == 0)
{
UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
}
poiFragData.alpha = _AlphaForceOpaque ? 1 : poiFragData.alpha;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
ApplyAlphaToCoverage(poiFragData, poiMesh);
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
applyDithering(poiFragData, poiCam);
//endex
if (_Mode == POI_MODE_OPAQUE)
{
poiFragData.alpha = 1;
}
clip(poiFragData.alpha - _Cutoff);
return float4(poiFragData.finalColor + poiFragData.emission * poiMods.globalEmission, poiFragData.alpha) + POI_SAFE_RGB0;
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardAdd" }
Stencil
{
Ref [_StencilRef]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
//ifex _StencilType==1
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
//endex
//ifex _StencilType==0
CompBack [_StencilBackCompareFunction]
PassBack [_StencilBackPassOp]
FailBack [_StencilBackFailOp]
ZFailBack [_StencilBackZFailOp]
CompFront [_StencilFrontCompareFunction]
PassFront [_StencilFrontPassOp]
FailFront [_StencilFrontFailOp]
ZFailFront [_StencilFrontZFailOp]
//endex
}
ZWrite Off
Cull [_Cull]
AlphaToMask [_AlphaToCoverage]
ZTest [_ZTest]
ColorMask [_ColorMask]
Offset [_OffsetFactor], [_OffsetUnits]
BlendOp [_AddBlendOp], [_AddBlendOpAlpha]
Blend [_AddSrcBlend] [_AddDstBlend], [_AddSrcBlendAlpha] [_AddDstBlendAlpha]
CGPROGRAM
/*
// Disable warnings we aren't interested in
#if defined(UNITY_COMPILER_HLSL)
#pragma warning(disable : 3205) // conversion of larger type to smaller
#pragma warning(disable : 3568) // unknown pragma ignored
#pragma warning(disable : 3571) // "pow(f,e) will not work for negative f"; however in majority of our calls to pow we know f is not negative
#pragma warning(disable : 3206) // implicit truncation of vector type
#endif
*/
#pragma target 5.0
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
#pragma shader_feature_local _STOCHASTICMODE_DELIOT_HEITZ _STOCHASTICMODE_HEXTILE _STOCHASTICMODE_NONE
//ifex _GlobalMaskTexturesEnable==0
#pragma shader_feature_local POI_GLOBALMASK_TEXTURES
//endex
//ifex _EnableUDIMDiscardOptions==0
#pragma shader_feature_local POI_UDIMDISCARD
//endex
//ifex _EnableDistortion==0
#pragma shader_feature USER_LUT
//endex
//ifex _PoiParallax==0
#pragma shader_feature_local POI_PARALLAX
//endex
//ifex _EnableAudioLink==0
#pragma shader_feature_local POI_AUDIOLINK
//endex
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_ENABLE
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE
#pragma shader_feature_local POI_VERTEXLIGHT_ON
//ifex _MainColorAdjustToggle==0
#pragma shader_feature COLOR_GRADING_HDR
//endex
//#pragma shader_feature KEYWORD
//ifex _DetailEnabled==0
#pragma shader_feature FINALPASS
//endex
//ifex _VertexManipulationsEnabled==0
#pragma shader_feature AUTO_EXPOSURE
//endex
//ifex _VertexGlitchingEnabled==0
#pragma shader_feature_local POI_VERTEX_GLITCHING
#pragma shader_feature_local POI_VERTEX_GLITCHING_TEXTURE
//endex
//ifex _EnableDepthBulge==0
#pragma shader_feature_local POI_DEPTHBULGE
//endex
//ifex _BackFaceEnabled!=1
#pragma shader_feature_local POI_BACKFACE
//endex
//ifex _RGBMaskEnabled==0
#pragma shader_feature VIGNETTE
#pragma shader_feature GEOM_TYPE_MESH
//endex
//ifex _DecalEnabled==0
#pragma shader_feature GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#pragma shader_feature GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
//endex
//ifex _EnableDissolve==0
#pragma shader_feature DISTORT
//endex
//ifex _ShadingEnabled==0
#pragma shader_feature_local VIGNETTE_MASKED
#pragma shader_feature_local _LIGHTINGMODE_TEXTURERAMP _LIGHTINGMODE_MULTILAYER_MATH _LIGHTINGMODE_SHADEMAP _LIGHTINGMODE_REALISTIC _LIGHTINGMODE_WRAPPED _LIGHTINGMODE_SKIN _LIGHTINGMODE_FLAT _LIGHTINGMODE_CLOTH _LIGHTINGMODE_SDF
//endex
//ifex _EnableAniso==0
#pragma shader_feature_local POI_ANISOTROPICS
//endex
//ifex _MatcapEnable==0
#pragma shader_feature_local POI_MATCAP0
#pragma shader_feature_local POI_MATCAP0_CUSTOM_NORMAL
//endex
//ifex _Matcap2Enable==0
#pragma shader_feature COLOR_GRADING_HDR_3D
#pragma shader_feature_local POI_MATCAP1_CUSTOM_NORMAL
//endex
//ifex _Matcap3Enable==0
#pragma shader_feature_local POI_MATCAP2
#pragma shader_feature_local POI_MATCAP2_CUSTOM_NORMAL
//endex
//ifex _Matcap4Enable==0
#pragma shader_feature_local POI_MATCAP3
#pragma shader_feature_local POI_MATCAP3_CUSTOM_NORMAL
//endex
//ifex _CubeMapEnabled==0
#pragma shader_feature_local _CUBEMAP
//endex
//ifex _EnableALDecal==0
#pragma shader_feature_local POI_AL_DECAL
//endex
//ifex _EnableFlipbook==0
#pragma shader_feature _SUNDISK_HIGH_QUALITY
//endex
//ifex _EnableEmission==0
#pragma shader_feature _EMISSION
//endex
//ifex _EnableEmission1==0
#pragma shader_feature_local POI_EMISSION_1
//endex
//ifex _EnableEmission2==0
#pragma shader_feature_local POI_EMISSION_2
//endex
//ifex _EnableEmission3==0
#pragma shader_feature_local POI_EMISSION_3
//endex
//ifex _EnableRimLighting==0
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _RIMSTYLE_POIYOMI _RIMSTYLE_UTS2 _RIMSTYLE_LILTOON
//endex
//ifex _EnableRim2Lighting==0
#pragma shader_feature_local POI_RIM2
#pragma shader_feature_local _RIM2STYLE_POIYOMI _RIM2STYLE_UTS2 _RIM2STYLE_LILTOON
//endex
//ifex _EnableDepthRimLighting==0
#pragma shader_feature_local _POI_DEPTH_RIMLIGHT
//endex
//ifex _GlitterEnable==0
#pragma shader_feature _SUNDISK_SIMPLE
//endex
//ifex _SubsurfaceScattering==0
#pragma shader_feature_local POI_SUBSURFACESCATTERING
//endex
//ifex _MochieBRDF==0
#pragma shader_feature_local MOCHIE_PBR
//endex
//ifex _ClearCoatBRDF==0
#pragma shader_feature_local POI_CLEARCOAT
//endex
//ifex _EnableEnvironmentalRim==0
#pragma shader_feature_local POI_ENVIRORIM
//endex
//ifex _StylizedSpecular==0
#pragma shader_feature_local POI_STYLIZED_StylizedSpecular
//endex
//ifex _EnablePathing==0
#pragma shader_feature_local POI_PATHING
//endex
//ifex _EnableMirrorOptions==0
#pragma shader_feature_local POI_MIRROR
//endex
//ifex _EnableTouchGlow==0
#pragma shader_feature GRAIN
//endex
//ifex _EnableIridescence==0
#pragma shader_feature_local POI_IRIDESCENCE
//endex
//ifex _BlackLightMaskingEnabled==0
#pragma shader_feature_local POI_BLACKLIGHTMASKING
//endex
//ifex _TextEnabled==0
#pragma shader_feature EFFECT_BUMP
//endex
//ifex _PostProcess==0
#pragma shader_feature_local POSTPROCESS
//endex
//ifex _TPSPenetratorEnabled==0
#pragma shader_feature_local TPS_Penetrator
#pragma shader_feature_local TPS_IsSkinnedMesh
//endex
//ifex _NormalCorrect==0
#pragma shader_feature_local POI_NORMALCORRECT
//endex
//ifex _PoiInternalParallax==0
#pragma shader_feature_local POI_INTERNALPARALLAX
//endex
//ifex _EnableTruchet!=1
#pragma shader_feature_local POI_TRUCHET
//endex
//ifex _BacklightEnabled!=1
#pragma shader_feature_local POI_BACKLIGHT
//endex
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_instancing
#pragma multi_compile_fog
#define POI_PASS_ADD
// UNITY Includes
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityPBSLighting.cginc"
#ifdef POI_PASS_META
#include "UnityMetaPass.cginc"
#endif
#pragma vertex vert
#pragma fragment frag
#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
#define PI float(3.14159265359)
#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
#define POI2D(tex, uv) (tex2D(tex, uv))
#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_MAINTEX_SAMPLER_PAN_INLINED(tex, poiMesh) (POI2D_SAMPLER_PAN(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan))
#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
#define POI_SAFE_RGBA mainTexture
#if defined(UNITY_COMPILER_HLSL)
#define PoiInitStruct(type, name) name = (type)0;
#else
#define PoiInitStruct(type, name)
#endif
#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
#define POI_NAN (asfloat(-1))
#define POI_MODE_OPAQUE 0
#define POI_MODE_CUTOUT 1
#define POI_MODE_FADE 2
#define POI_MODE_TRANSPARENT 3
#define POI_MODE_ADDITIVE 4
#define POI_MODE_SOFTADDITIVE 5
#define POI_MODE_MULTIPLICATIVE 6
#define POI_MODE_2XMULTIPLICATIVE 7
#define POI_MODE_TRANSCLIPPING 9
/*
Texture2D ;
float4 _ST;
float2 Pan;
float UV;
float Stochastic;
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7 )]
*/
#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
//ifex _EnableAudioLink==0
// Map of where features in AudioLink are.
#define ALPASS_DFT uint2(0,4) //Size: 128, 2
#define ALPASS_WAVEFORM uint2(0,6) //Size: 128, 16
#define ALPASS_AUDIOLINK uint2(0,0) //Size: 128, 4
#define ALPASS_AUDIOBASS uint2(0,0) //Size: 128, 1
#define ALPASS_AUDIOLOWMIDS uint2(0,1) //Size: 128, 1
#define ALPASS_AUDIOHIGHMIDS uint2(0,2) //Size: 128, 1
#define ALPASS_AUDIOTREBLE uint2(0,3) //Size: 128, 1
#define ALPASS_AUDIOLINKHISTORY uint2(1,0) //Size: 127, 4
#define ALPASS_GENERALVU uint2(0,22) //Size: 12, 1
#define ALPASS_CCINTERNAL uint2(12,22) //Size: 12, 2
#define ALPASS_CCCOLORS uint2(25,22) //Size: 11, 1
#define ALPASS_CCSTRIP uint2(0,24) //Size: 128, 1
#define ALPASS_CCLIGHTS uint2(0,25) //Size: 128, 2
#define ALPASS_AUTOCORRELATOR uint2(0,27) //Size: 128, 1
#define ALPASS_GENERALVU_INSTANCE_TIME uint2(2,22)
#define ALPASS_GENERALVU_LOCAL_TIME uint2(3,22)
#define ALPASS_GENERALVU_NETWORK_TIME uint2(4,22)
#define ALPASS_GENERALVU_PLAYERINFO uint2(6,22)
// Added in version 2.5
#define ALPASS_FILTEREDAUDIOLINK uint2(0,28) //Size: 16, 4
// Added in version 2.6
#define ALPASS_CHRONOTENSITY uint2(16,28) //Size: 8, 4
#define ALPASS_THEME_COLOR0 uint2(0,23)
#define ALPASS_THEME_COLOR1 uint2(1,23)
#define ALPASS_THEME_COLOR2 uint2(2,23)
#define ALPASS_THEME_COLOR3 uint2(3,23)
#define ALPASS_FILTEREDVU uint2(24,28) //Size: 4, 4
#define ALPASS_FILTEREDVU_INTENSITY uint2(24,28) //Size: 4, 1
#define ALPASS_FILTEREDVU_MARKER uint2(24,29) //Size: 4, 1
// Some basic constants to use (Note, these should be compatible with
// future version of AudioLink, but may change.
#define AUDIOLINK_SAMPHIST 3069 // Internal use for algos, do not change.
#define AUDIOLINK_SAMPLEDATA24 2046
#define AUDIOLINK_EXPBINS 24
#define AUDIOLINK_EXPOCT 10
#define AUDIOLINK_ETOTALBINS (AUDIOLINK_EXPBINS * AUDIOLINK_EXPOCT)
#define AUDIOLINK_WIDTH 128
#define AUDIOLINK_SPS 48000 // Samples per second
#define AUDIOLINK_ROOTNOTE 0
#define AUDIOLINK_4BAND_FREQFLOOR 0.123
#define AUDIOLINK_4BAND_FREQCEILING 1
#define AUDIOLINK_BOTTOM_FREQUENCY 13.75
#define AUDIOLINK_BASE_AMPLITUDE 2.5
#define AUDIOLINK_DELAY_COEFFICIENT_MIN 0.3
#define AUDIOLINK_DELAY_COEFFICIENT_MAX 0.9
#define AUDIOLINK_DFT_Q 4.0
#define AUDIOLINK_TREBLE_CORRECTION 5.0
// ColorChord constants
#define COLORCHORD_EMAXBIN 192
#define COLORCHORD_IIR_DECAY_1 0.90
#define COLORCHORD_IIR_DECAY_2 0.85
#define COLORCHORD_CONSTANT_DECAY_1 0.01
#define COLORCHORD_CONSTANT_DECAY_2 0.0
#define COLORCHORD_NOTE_CLOSEST 3.0
#define COLORCHORD_NEW_NOTE_GAIN 8.0
#define COLORCHORD_MAX_NOTES 10
uniform float4 _AudioTexture_TexelSize;
#ifdef SHADER_TARGET_SURFACE_ANALYSIS
#define AUDIOLINK_STANDARD_INDEXING
#endif
// Mechanism to index into texture.
#ifdef AUDIOLINK_STANDARD_INDEXING
sampler2D _AudioTexture;
#define AudioLinkData(xycoord) tex2Dlod(_AudioTexture, float4(uint2(xycoord) * _AudioTexture_TexelSize.xy, 0, 0))
#else
uniform Texture2D _AudioTexture;
SamplerState sampler_AudioTexture;
#define AudioLinkData(xycoord) _AudioTexture[uint2(xycoord)]
#endif
uniform sampler2D _Stored;
uniform float4 _Stored_TexelSize;
#define LumaData(x,y) tex2Dlod(_Stored, float4(x, y, 0, 0))
//endex
float _Mode;
float _StochasticDeliotHeitzDensity;
float _StochasticHexGridDensity;
float _StochasticHexRotationStrength;
float _StochasticHexFallOffContrast;
float _StochasticHexFallOffPower;
float4 _GlobalThemeColor0;
float4 _GlobalThemeColor1;
float4 _GlobalThemeColor2;
float4 _GlobalThemeColor3;
float _GlobalThemeHue0;
float _GlobalThemeHue1;
float _GlobalThemeHue2;
float _GlobalThemeHue3;
float _GlobalThemeHueSpeed0;
float _GlobalThemeHueSpeed1;
float _GlobalThemeHueSpeed2;
float _GlobalThemeHueSpeed3;
float _GlobalThemeSaturation0;
float _GlobalThemeSaturation1;
float _GlobalThemeSaturation2;
float _GlobalThemeSaturation3;
float _GlobalThemeValue0;
float _GlobalThemeValue1;
float _GlobalThemeValue2;
float _GlobalThemeValue3;
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
#if defined(PROP_GLOBALMASKTEXTURE0) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture0;
#endif
float4 _GlobalMaskTexture0_ST;
float2 _GlobalMaskTexture0Pan;
float _GlobalMaskTexture0UV;
int _GlobalMaskTexture0Split;
float4 _GlobalMaskTexture0SplitTilingOffset_G;
float4 _GlobalMaskTexture0SplitPan_G;
float4 _GlobalMaskTexture0SplitTilingOffset_B;
float4 _GlobalMaskTexture0SplitPan_B;
float4 _GlobalMaskTexture0SplitTilingOffset_A;
float4 _GlobalMaskTexture0SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture1;
#endif
float4 _GlobalMaskTexture1_ST;
float2 _GlobalMaskTexture1Pan;
float _GlobalMaskTexture1UV;
int _GlobalMaskTexture1Split;
float4 _GlobalMaskTexture1SplitTilingOffset_G;
float4 _GlobalMaskTexture1SplitPan_G;
float4 _GlobalMaskTexture1SplitTilingOffset_B;
float4 _GlobalMaskTexture1SplitPan_B;
float4 _GlobalMaskTexture1SplitTilingOffset_A;
float4 _GlobalMaskTexture1SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE2) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture2;
#endif
float4 _GlobalMaskTexture2_ST;
float2 _GlobalMaskTexture2Pan;
float _GlobalMaskTexture2UV;
int _GlobalMaskTexture2Split;
float4 _GlobalMaskTexture2SplitTilingOffset_G;
float4 _GlobalMaskTexture2SplitPan_G;
float4 _GlobalMaskTexture2SplitTilingOffset_B;
float4 _GlobalMaskTexture2SplitPan_B;
float4 _GlobalMaskTexture2SplitTilingOffset_A;
float4 _GlobalMaskTexture2SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE3) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture3;
#endif
float4 _GlobalMaskTexture3_ST;
float2 _GlobalMaskTexture3Pan;
float _GlobalMaskTexture3UV;
int _GlobalMaskTexture3Split;
float4 _GlobalMaskTexture3SplitTilingOffset_G;
float4 _GlobalMaskTexture3SplitPan_G;
float4 _GlobalMaskTexture3SplitTilingOffset_B;
float4 _GlobalMaskTexture3SplitPan_B;
float4 _GlobalMaskTexture3SplitTilingOffset_A;
float4 _GlobalMaskTexture3SplitPan_A;
#endif
//endex
//ifex _GlobalMaskOptionsEnable==0
float _GlobalMaskOptionsEnable;
int _GlobalMaskOptionsType;
//ifex _GlobalMaskOptionsType!=0
float _GlobalMaskSlider_0;
float _GlobalMaskSlider_1;
float _GlobalMaskSlider_2;
float _GlobalMaskSlider_3;
float _GlobalMaskSlider_4;
float _GlobalMaskSlider_5;
float _GlobalMaskSlider_6;
float _GlobalMaskSlider_7;
float _GlobalMaskSlider_8;
float _GlobalMaskSlider_9;
float _GlobalMaskSlider_10;
float _GlobalMaskSlider_11;
float _GlobalMaskSlider_12;
float _GlobalMaskSlider_13;
float _GlobalMaskSlider_14;
float _GlobalMaskSlider_15;
//endex
//ifex _GlobalMaskOptionsType!=1
float2 _GlobalMaskMinMaxSlider_0;
float2 _GlobalMaskMinMaxSlider_1;
float2 _GlobalMaskMinMaxSlider_2;
float2 _GlobalMaskMinMaxSlider_3;
float2 _GlobalMaskMinMaxSlider_4;
float2 _GlobalMaskMinMaxSlider_5;
float2 _GlobalMaskMinMaxSlider_6;
float2 _GlobalMaskMinMaxSlider_7;
float2 _GlobalMaskMinMaxSlider_8;
float2 _GlobalMaskMinMaxSlider_9;
float2 _GlobalMaskMinMaxSlider_10;
float2 _GlobalMaskMinMaxSlider_11;
float2 _GlobalMaskMinMaxSlider_12;
float2 _GlobalMaskMinMaxSlider_13;
float2 _GlobalMaskMinMaxSlider_14;
float2 _GlobalMaskMinMaxSlider_15;
//endex
//ifex _GlobalMaskOptionsType!=2
int _GlobalMaskToggleOn_0;
int _GlobalMaskToggleOff_0;
int _GlobalMaskToggleOn_1;
int _GlobalMaskToggleOff_1;
int _GlobalMaskToggleOn_2;
int _GlobalMaskToggleOff_2;
int _GlobalMaskToggleOn_3;
int _GlobalMaskToggleOff_3;
int _GlobalMaskToggleOn_4;
int _GlobalMaskToggleOff_4;
int _GlobalMaskToggleOn_5;
int _GlobalMaskToggleOff_5;
int _GlobalMaskToggleOn_6;
int _GlobalMaskToggleOff_6;
int _GlobalMaskToggleOn_7;
int _GlobalMaskToggleOff_7;
int _GlobalMaskToggleOn_8;
int _GlobalMaskToggleOff_8;
int _GlobalMaskToggleOn_9;
int _GlobalMaskToggleOff_9;
int _GlobalMaskToggleOn_10;
int _GlobalMaskToggleOff_10;
int _GlobalMaskToggleOn_11;
int _GlobalMaskToggleOff_11;
int _GlobalMaskToggleOn_12;
int _GlobalMaskToggleOff_12;
int _GlobalMaskToggleOn_13;
int _GlobalMaskToggleOff_13;
int _GlobalMaskToggleOn_14;
int _GlobalMaskToggleOff_14;
int _GlobalMaskToggleOn_15;
int _GlobalMaskToggleOff_15;
//endex
//endex
//ifex _GlobalMaskModifiersBackfaceEnable==0
float _GlobalMaskModifiersBackfaceEnable;
float _GlobalMaskBackface_0;
float _GlobalMaskBackface_1;
float _GlobalMaskBackface_2;
float _GlobalMaskBackface_3;
float _GlobalMaskBackface_4;
float _GlobalMaskBackface_5;
float _GlobalMaskBackface_6;
float _GlobalMaskBackface_7;
float _GlobalMaskBackface_8;
float _GlobalMaskBackface_9;
float _GlobalMaskBackface_10;
float _GlobalMaskBackface_11;
float _GlobalMaskBackface_12;
float _GlobalMaskBackface_13;
float _GlobalMaskBackface_14;
float _GlobalMaskBackface_15;
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
float _GlobalMaskModifiersMirrorEnable;
float _GlobalMaskMirrorVisibilityMode;
float _GlobalMaskMirror_0;
float _GlobalMaskMirror_1;
float _GlobalMaskMirror_2;
float _GlobalMaskMirror_3;
float _GlobalMaskMirror_4;
float _GlobalMaskMirror_5;
float _GlobalMaskMirror_6;
float _GlobalMaskMirror_7;
float _GlobalMaskMirror_8;
float _GlobalMaskMirror_9;
float _GlobalMaskMirror_10;
float _GlobalMaskMirror_11;
float _GlobalMaskMirror_12;
float _GlobalMaskMirror_13;
float _GlobalMaskMirror_14;
float _GlobalMaskMirror_15;
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
float _GlobalMaskModifiersCameraEnable;
float _GlobalMaskCamera_0;
float _GlobalMaskCamera_1;
float _GlobalMaskCamera_2;
float _GlobalMaskCamera_3;
float _GlobalMaskCamera_4;
float _GlobalMaskCamera_5;
float _GlobalMaskCamera_6;
float _GlobalMaskCamera_7;
float _GlobalMaskCamera_8;
float _GlobalMaskCamera_9;
float _GlobalMaskCamera_10;
float _GlobalMaskCamera_11;
float _GlobalMaskCamera_12;
float _GlobalMaskCamera_13;
float _GlobalMaskCamera_14;
float _GlobalMaskCamera_15;
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
int _GlobalMaskModifiersDistanceEnable;
//ifex _GlobalMaskDistanceEnable_0==0
int _GlobalMaskDistanceEnable_0;
int _GlobalMaskDistanceType_0;
float _GlobalMaskDistanceMin_0;
float _GlobalMaskDistanceMax_0;
float _GlobalMaskDistanceMinAlpha_0;
float _GlobalMaskDistanceMaxAlpha_0;
int _GlobalMaskDistanceBlendType_0;
//endex
//ifex _GlobalMaskDistanceEnable_1==0
int _GlobalMaskDistanceEnable_1;
int _GlobalMaskDistanceType_1;
float _GlobalMaskDistanceMin_1;
float _GlobalMaskDistanceMax_1;
float _GlobalMaskDistanceMinAlpha_1;
float _GlobalMaskDistanceMaxAlpha_1;
int _GlobalMaskDistanceBlendType_1;
//endex
//ifex _GlobalMaskDistanceEnable_2==0
int _GlobalMaskDistanceEnable_2;
int _GlobalMaskDistanceType_2;
float _GlobalMaskDistanceMin_2;
float _GlobalMaskDistanceMax_2;
float _GlobalMaskDistanceMinAlpha_2;
float _GlobalMaskDistanceMaxAlpha_2;
int _GlobalMaskDistanceBlendType_2;
//endex
//ifex _GlobalMaskDistanceEnable_3==0
int _GlobalMaskDistanceEnable_3;
int _GlobalMaskDistanceType_3;
float _GlobalMaskDistanceMin_3;
float _GlobalMaskDistanceMax_3;
float _GlobalMaskDistanceMinAlpha_3;
float _GlobalMaskDistanceMaxAlpha_3;
int _GlobalMaskDistanceBlendType_3;
//endex
//ifex _GlobalMaskDistanceEnable_4==0
int _GlobalMaskDistanceEnable_4;
int _GlobalMaskDistanceType_4;
float _GlobalMaskDistanceMin_4;
float _GlobalMaskDistanceMax_4;
float _GlobalMaskDistanceMinAlpha_4;
float _GlobalMaskDistanceMaxAlpha_4;
int _GlobalMaskDistanceBlendType_4;
//endex
//ifex _GlobalMaskDistanceEnable_5==0
int _GlobalMaskDistanceEnable_5;
int _GlobalMaskDistanceType_5;
float _GlobalMaskDistanceMin_5;
float _GlobalMaskDistanceMax_5;
float _GlobalMaskDistanceMinAlpha_5;
float _GlobalMaskDistanceMaxAlpha_5;
int _GlobalMaskDistanceBlendType_5;
//endex
//ifex _GlobalMaskDistanceEnable_6==0
int _GlobalMaskDistanceEnable_6;
int _GlobalMaskDistanceType_6;
float _GlobalMaskDistanceMin_6;
float _GlobalMaskDistanceMax_6;
float _GlobalMaskDistanceMinAlpha_6;
float _GlobalMaskDistanceMaxAlpha_6;
int _GlobalMaskDistanceBlendType_6;
//endex
//ifex _GlobalMaskDistanceEnable_7==0
int _GlobalMaskDistanceEnable_7;
int _GlobalMaskDistanceType_7;
float _GlobalMaskDistanceMin_7;
float _GlobalMaskDistanceMax_7;
float _GlobalMaskDistanceMinAlpha_7;
float _GlobalMaskDistanceMaxAlpha_7;
int _GlobalMaskDistanceBlendType_7;
//endex
//ifex _GlobalMaskDistanceEnable_8==0
int _GlobalMaskDistanceEnable_8;
int _GlobalMaskDistanceType_8;
float _GlobalMaskDistanceMin_8;
float _GlobalMaskDistanceMax_8;
float _GlobalMaskDistanceMinAlpha_8;
float _GlobalMaskDistanceMaxAlpha_8;
int _GlobalMaskDistanceBlendType_8;
//endex
//ifex _GlobalMaskDistanceEnable_9==0
int _GlobalMaskDistanceEnable_9;
int _GlobalMaskDistanceType_9;
float _GlobalMaskDistanceMin_9;
float _GlobalMaskDistanceMax_9;
float _GlobalMaskDistanceMinAlpha_9;
float _GlobalMaskDistanceMaxAlpha_9;
int _GlobalMaskDistanceBlendType_9;
//endex
//ifex _GlobalMaskDistanceEnable_10==0
int _GlobalMaskDistanceEnable_10;
int _GlobalMaskDistanceType_10;
float _GlobalMaskDistanceMin_10;
float _GlobalMaskDistanceMax_10;
float _GlobalMaskDistanceMinAlpha_10;
float _GlobalMaskDistanceMaxAlpha_10;
int _GlobalMaskDistanceBlendType_10;
//endex
//ifex _GlobalMaskDistanceEnable_11==0
int _GlobalMaskDistanceEnable_11;
int _GlobalMaskDistanceType_11;
float _GlobalMaskDistanceMin_11;
float _GlobalMaskDistanceMax_11;
float _GlobalMaskDistanceMinAlpha_11;
float _GlobalMaskDistanceMaxAlpha_11;
int _GlobalMaskDistanceBlendType_11;
//endex
//ifex _GlobalMaskDistanceEnable_12==0
int _GlobalMaskDistanceEnable_12;
int _GlobalMaskDistanceType_12;
float _GlobalMaskDistanceMin_12;
float _GlobalMaskDistanceMax_12;
float _GlobalMaskDistanceMinAlpha_12;
float _GlobalMaskDistanceMaxAlpha_12;
int _GlobalMaskDistanceBlendType_12;
//endex
//ifex _GlobalMaskDistanceEnable_13==0
int _GlobalMaskDistanceEnable_13;
int _GlobalMaskDistanceType_13;
float _GlobalMaskDistanceMin_13;
float _GlobalMaskDistanceMax_13;
float _GlobalMaskDistanceMinAlpha_13;
float _GlobalMaskDistanceMaxAlpha_13;
int _GlobalMaskDistanceBlendType_13;
//endex
//ifex _GlobalMaskDistanceEnable_14==0
int _GlobalMaskDistanceEnable_14;
int _GlobalMaskDistanceType_14;
float _GlobalMaskDistanceMin_14;
float _GlobalMaskDistanceMax_14;
float _GlobalMaskDistanceMinAlpha_14;
float _GlobalMaskDistanceMaxAlpha_14;
int _GlobalMaskDistanceBlendType_14;
//endex
//ifex _GlobalMaskDistanceEnable_15==0
int _GlobalMaskDistanceEnable_15;
int _GlobalMaskDistanceType_15;
float _GlobalMaskDistanceMin_15;
float _GlobalMaskDistanceMax_15;
float _GlobalMaskDistanceMinAlpha_15;
float _GlobalMaskDistanceMaxAlpha_15;
int _GlobalMaskDistanceBlendType_15;
//endex
//endex
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
float _UDIMDiscardMode;
float _UDIMDiscardUV;
float _UDIMDiscardRow3_0;
float _UDIMDiscardRow3_1;
float _UDIMDiscardRow3_2;
float _UDIMDiscardRow3_3;
float _UDIMDiscardRow2_0;
float _UDIMDiscardRow2_1;
float _UDIMDiscardRow2_2;
float _UDIMDiscardRow2_3;
float _UDIMDiscardRow1_0;
float _UDIMDiscardRow1_1;
float _UDIMDiscardRow1_2;
float _UDIMDiscardRow1_3;
float _UDIMDiscardRow0_0;
float _UDIMDiscardRow0_1;
float _UDIMDiscardRow0_2;
float _UDIMDiscardRow0_3;
#endif
//endex
//ifex _EnableDistortion==0
#ifdef USER_LUT
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture;
float4 _DistortionFlowTexture_ST;
float2 _DistortionFlowTexturePan;
float _DistortionFlowTextureUV;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture1;
float4 _DistortionFlowTexture1_ST;
float2 _DistortionFlowTexture1Pan;
float _DistortionFlowTexture1UV;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionMask;
float4 _DistortionMask_ST;
float2 _DistortionMaskPan;
float _DistortionMaskUV;
float _DistortionMaskChannel;
#endif
float _DistortionUvToDistort;
float _DistortionStrength;
float _DistortionStrength1;
#ifdef POI_AUDIOLINK
half _EnableDistortionAudioLink;
half2 _DistortionStrengthAudioLink;
half _DistortionStrengthAudioLinkBand;
half2 _DistortionStrength1AudioLink;
half _DistortionStrength1AudioLinkBand;
#endif
#endif
//endex
float _StereoEnabled;
float _PolarUV;
float2 _PolarCenter;
float _PolarRadialScale;
float _PolarLengthScale;
float _PolarSpiralPower;
float _PanoUseBothEyes;
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
sampler2D _HeightMap;
float4 _HeightMap_ST;
float2 _HeightMapPan;
float _HeightMapUV;
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Heightmask;
float4 _Heightmask_ST;
float2 _HeightmaskPan;
float _HeightmaskUV;
float _HeightmaskChannel;
float _HeightmaskInvert;
SamplerState _linear_repeat;
#endif
float _ParallaxUV;
float _HeightStrength;
float _HeightOffset;
float _HeightStepsMin;
float _HeightStepsMax;
float _CurvatureU;
float _CurvatureV;
float _CurvFix;
#endif
//endex
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
float _AudioLinkDelay;
float _AudioLinkAnimToggle;
float _DebugWaveform;
float _DebugDFT;
float _DebugBass;
float _DebugLowMids;
float _DebugHighMids;
float _DebugTreble;
float _DebugCCColors;
float _DebugCCStrip;
float _DebugCCLights;
float _DebugAutocorrelator;
float _DebugChronotensity;
float _AudioLinkCCStripY;
#endif
//endex
#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingAOMaps;
#endif
float4 _LightingAOMaps_ST;
float2 _LightingAOMapsPan;
float _LightingAOMapsUV;
float _LightDataAOStrengthR;
float _LightDataAOStrengthG;
float _LightDataAOStrengthB;
float _LightDataAOStrengthA;
#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingDetailShadowMaps;
#endif
float4 _LightingDetailShadowMaps_ST;
float2 _LightingDetailShadowMapsPan;
float _LightingDetailShadowMapsUV;
float _LightingDetailShadowStrengthR;
float _LightingDetailShadowStrengthG;
float _LightingDetailShadowStrengthB;
float _LightingDetailShadowStrengthA;
float _LightingAddDetailShadowStrengthR;
float _LightingAddDetailShadowStrengthG;
float _LightingAddDetailShadowStrengthB;
float _LightingAddDetailShadowStrengthA;
#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
Texture2D _LightingShadowMasks;
#endif
float4 _LightingShadowMasks_ST;
float2 _LightingShadowMasksPan;
float _LightingShadowMasksUV;
float _LightingShadowMaskStrengthR;
float _LightingShadowMaskStrengthG;
float _LightingShadowMaskStrengthB;
float _LightingShadowMaskStrengthA;
// Lighting Data
float _Unlit_Intensity;
float _LightingColorMode;
float _LightingMapMode;
float _LightingDirectionMode;
float3 _LightngForcedDirection;
float _LightingIndirectUsesNormals;
float _LightingCapEnabled;
float _LightingCap;
float _LightingForceColorEnabled;
float3 _LightingForcedColor;
float _LightingForcedColorThemeIndex;
float _LightingCastedShadows;
float _LightingMonochromatic;
float _LightingAdditiveMonochromatic;
float _LightingMinLightBrightness;
// Additive Lighting Data
float _LightingAdditiveLimited;
float _LightingAdditiveLimit;
float _LightingAdditivePassthrough;
// Lighting Data Debug
float _LightDataDebugEnabled;
float _LightingDebugVisualize;
float _IgnoreFog;
float _RenderingReduceClipDistance;
float _AddBlendOp;
float4 _Color;
float _ColorThemeIndex;
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _MainPixelMode;
float4 _MainTex_ST;
float2 _MainTexPan;
float _MainTexUV;
float4 _MainTex_TexelSize;
float _MainTexStochastic;
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _BumpMap;
#endif
float4 _BumpMap_ST;
float2 _BumpMapPan;
float _BumpMapUV;
float _BumpScale;
float _BumpMapStochastic;
Texture2D _ClippingMask;
float4 _ClippingMask_ST;
float2 _ClippingMaskPan;
float _ClippingMaskUV;
float _Inverse_Clipping;
float _Cutoff;
//ifex _MainColorAdjustToggle==0
float _MainColorAdjustToggle;
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MainColorAdjustTexture;
#endif
float4 _MainColorAdjustTexture_ST;
float2 _MainColorAdjustTexturePan;
float _MainColorAdjustTextureUV;
float _MainHueShiftToggle;
float _MainHueShiftReplace;
float _MainHueShift;
float _MainHueShiftSpeed;
float _Saturation;
float _MainBrightness;
float _MainHueALCTEnabled;
float _MainALHueShiftBand;
float _MainALHueShiftCTIndex;
float _MainHueALMotionSpeed;
float _MainHueGlobalMask;
float _MainHueGlobalMaskBlendType;
float _MainSaturationGlobalMask;
float _MainSaturationGlobalMaskBlendType;
float _MainBrightnessGlobalMask;
float _MainBrightnessGlobalMaskBlendType;
//endex
SamplerState sampler_linear_clamp;
SamplerState sampler_linear_repeat;
float _AlphaForceOpaque;
float _AlphaMod;
float _AlphaPremultiply;
float _AlphaBoostFA;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
float _AlphaToCoverage;
float _AlphaSharpenedA2C;
float _AlphaMipScale;
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
float _AlphaDithering;
float _AlphaDitherGradient;
//endex
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
float _AlphaDistanceFade;
float _AlphaDistanceFadeType;
float _AlphaDistanceFadeMinAlpha;
float _AlphaDistanceFadeMaxAlpha;
float _AlphaDistanceFadeMin;
float _AlphaDistanceFadeMax;
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
float _AlphaFresnel;
float _AlphaFresnelAlpha;
float _AlphaFresnelSharpness;
float _AlphaFresnelWidth;
float _AlphaFresnelInvert;
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
float _AlphaAngular;
float _AngleType;
float _AngleCompareTo;
float3 _AngleForwardDirection;
float _CameraAngleMin;
float _CameraAngleMax;
float _ModelAngleMin;
float _ModelAngleMax;
float _AngleMinAlpha;
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
float _AlphaAudioLinkEnabled;
float2 _AlphaAudioLinkAddRange;
float _AlphaAudioLinkAddBand;
//endex
float _AlphaGlobalMask;
float _AlphaGlobalMaskBlendType;
//ifex _DetailEnabled==0
#ifdef FINALPASS
#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DetailMask;
#endif
float4 _DetailMask_ST;
float2 _DetailMaskPan;
float _DetailMaskUV;
float _DetailMaskStochastic;
#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _DetailNormalMap;
#endif
float4 _DetailNormalMap_ST;
float2 _DetailNormalMapPan;
float _DetailNormalMapUV;
float _DetailNormalMapScale;
float _DetailNormalMapStochastic;
#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _DetailTex;
#endif
float4 _DetailTex_ST;
float2 _DetailTexPan;
float _DetailTexUV;
float _DetailTexStochastic;
float3 _DetailTint;
float _DetailTintThemeIndex;
float _DetailTexIntensity;
float _DetailBrightness;
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 _VertexManipulationLocalTranslation;
float4 _VertexManipulationLocalRotation;
float3 _VertexManipulationLocalRotationSpeed;
float4 _VertexManipulationLocalScale;
float4 _VertexManipulationWorldTranslation;
float _VertexManipulationHeight;
sampler2D _VertexManipulationHeightMask;
float4 _VertexManipulationHeightMask_ST;
float2 _VertexManipulationHeightMaskPan;
float _VertexManipulationHeightMaskUV;
float _VertexManipulationHeightMaskChannel;
float _VertexManipulationHeightBias;
float _VertexRoundingEnabled;
int _VertexRoundingSpace;
float _VertexRoundingDivision;
//AL
float _VertexAudioLinkEnabled;
float3 _VertexLocalTranslationALMin;
float3 _VertexLocalTranslationALMax;
float _VertexLocalTranslationALBand;
float3 _VertexLocalRotationAL;
float _VertexLocalRotationALBand;
float3 _VertexLocalRotationCTALSpeed;
float _VertexLocalRotationCTALBandX;
float _VertexLocalRotationCTALBandY;
float _VertexLocalRotationCTALBandZ;
float _VertexLocalRotationCTALTypeX;
float _VertexLocalRotationCTALTypeY;
float _VertexLocalRotationCTALTypeZ;
float4 _VertexLocalScaleALMin;
float4 _VertexLocalScaleALMax;
float _VertexLocalScaleALBand;
float3 _VertexWorldTranslationALMin;
float3 _VertexWorldTranslationALMax;
float _VertexWorldTranslationALBand;
float2 _VertexManipulationHeightAL;
float _VertexManipulationHeightBand;
float2 _VertexRoundingRangeAL;
float _VertexRoundingRangeBand;
float _VertexBarrelMode;
float _VertexBarrelWidth;
float _VertexBarrelAlpha;
float _VertexBarrelHeight;
#endif
//endex
//ifex _VertexGlitchingEnabled==0
#ifdef POI_VERTEX_GLITCHING
//Vertex Glitching
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
float _VertexGlitchingUseTexture;
sampler2D _VertexGlitchMap;
float4 _VertexGlitchMap_ST;
#endif
float _VertexGlitchThreshold;
float _VertexGlitchFrequency;
float _VertexGlitchStrength;
float _VertexGlitchDensity;
float _VertexGlitchMirrorEnable;
float _VertexGlitchMirror;
float _VertexGlitchMapPanSpeed;
float _VertexGlitchingAudioLinkEnabled;
float _VertexGlitchingAudioLinkBand;
float _VertexGlitchingAudiolinkOverride;
#endif
//endex
//ifex _EnableDepthBulge==0
#ifdef POI_DEPTHBULGE
float _DepthBulgeFadeLength;
float _DepthBulgeHeight;
#if defined(PROP_DEPTHBULGEMASK) || !defined(OPTIMIZER_ENABLED)
sampler2D _DepthBulgeMask;
#endif
float _DepthBulgeMaskUV;
float4 _DepthBulgeMask_ST;
float _DepthBulgeMaskChannel;
#endif
//endex
//ifex _MainVertexColoringEnabled==0
float _MainVertexColoringEnabled;
float _MainVertexColoringLinearSpace;
float _MainVertexColoring;
float _MainUseVertexColorAlpha;
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
float _BackFaceEnabled;
float _BackFaceDetailIntensity;
float _BackFaceEmissionStrength;
float2 _BackFacePanning;
float4 _BackFaceColor;
float _BackFaceColorThemeIndex;
float _BackFaceReplaceAlpha;
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _BackFaceTexture;
#endif
float4 _BackFaceTexture_ST;
float2 _BackFaceTexturePan;
float _BackFaceTextureUV;
#if defined(PROP_BACKFACEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _BackFaceMask;
#endif
float4 _BackFaceMask_ST;
float2 _BackFaceMaskPan;
float _BackFaceMaskUV;
float _BackFaceMaskChannel;
float _BackFaceHueShiftEnabled;
float _BackFaceHueShift;
float _BackFaceHueShiftSpeed;
float _BackFaceEmissionLimiter;
#endif
//TODO detail strength stuff
//endex
//ifex _RGBMaskEnabled==0
#ifdef VIGNETTE
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _RGBMask;
#endif
float4 _RGBMask_ST;
float2 _RGBMaskPan;
float _RGBMaskUV;
#if defined(PROP_REDTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _RedTexture;
#endif
float4 _RedTexture_ST;
float2 _RedTexturePan;
float _RedTextureUV;
float _RedAlphaAdd;
float _RedTextureStochastic;
#if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _GreenTexture;
#endif
float4 _GreenTexture_ST;
float2 _GreenTexturePan;
float _GreenTextureUV;
float _GreenAlphaAdd;
float _GreenTextureStochastic;
#if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _BlueTexture;
#endif
float4 _BlueTexture_ST;
float2 _BlueTexturePan;
float _BlueTextureUV;
float _BlueAlphaAdd;
float _BlueTextureStochastic;
#if defined(PROP_ALPHATEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _AlphaTexture;
#endif
float4 _AlphaTexture_ST;
float2 _AlphaTexturePan;
float _AlphaTextureUV;
float _AlphaAlphaAdd;
float _AlphaTextureStochastic;
//ifex _RgbNormalsEnabled==0
#ifdef GEOM_TYPE_MESH
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalR;
#endif
float4 _RgbNormalR_ST;
float2 _RgbNormalRPan;
float _RgbNormalRUV;
float _RgbNormalRScale;
float _RgbNormalRStochastic;
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalG;
#endif
float4 _RgbNormalG_ST;
float2 _RgbNormalGPan;
float _RgbNormalGUV;
float _RgbNormalGScale;
float _RgbNormalGStochastic;
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalB;
#endif
float4 _RgbNormalB_ST;
float2 _RgbNormalBPan;
float _RgbNormalBUV;
float _RgbNormalBScale;
float _RgbNormalBStochastic;
#if defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
Texture2D _RgbNormalA;
#endif
float4 _RgbNormalA_ST;
float2 _RgbNormalAPan;
float _RgbNormalAUV;
float _RgbNormalAScale;
float _RgbNormalAStochastic;
float _RgbNormalsEnabled;
#endif
//endex
float4 _RedColor;
float4 _GreenColor;
float4 _BlueColor;
float4 _AlphaColor;
float _RedColorThemeIndex;
float _GreenColorThemeIndex;
float _BlueColorThemeIndex;
float _AlphaColorThemeIndex;
float _RGBBlendMultiplicative;
float _RGBUseVertexColors;
float _RGBNormalBlend;
#endif
//endex
//ifex _DecalEnabled==0 && _DecalEnabled1==0 && _DecalEnabled2==0 && _DecalEnabled3==0
#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DecalMask;
float4 _DecalMask_ST;
float2 _DecalMaskPan;
float _DecalMaskUV;
#endif
float _DecalTPSDepthMaskEnabled;
float _Decal0TPSMaskStrength;
float _Decal1TPSMaskStrength;
float _Decal2TPSMaskStrength;
float _Decal3TPSMaskStrength;
#ifdef POI_AUDIOLINK
//ifex _DecalEnabled==0
#ifdef GEOM_TYPE_BRANCH
// Audio Link
half _AudioLinkDecal0ScaleBand;
float4 _AudioLinkDecal0Scale;
half _AudioLinkDecal0RotationBand;
float2 _AudioLinkDecal0Rotation;
half _AudioLinkDecal0AlphaBand;
float2 _AudioLinkDecal0Alpha;
half _AudioLinkDecal0EmissionBand;
float2 _AudioLinkDecal0Emission;
float _DecalRotationCTALBand0;
float _DecalRotationCTALSpeed0;
float _DecalRotationCTALType0;
float _AudioLinkDecalCC0;
float _AudioLinkDecal0SideBand;
float4 _AudioLinkDecal0SideMin;
float4 _AudioLinkDecal0SideMax;
float2 _AudioLinkDecal0ChannelSeparation;
float _AudioLinkDecal0ChannelSeparationBand;
#endif //GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#ifdef GEOM_TYPE_BRANCH_DETAIL
half _AudioLinkDecal1ScaleBand;
float4 _AudioLinkDecal1Scale;
half _AudioLinkDecal1RotationBand;
float2 _AudioLinkDecal1Rotation;
half _AudioLinkDecal1AlphaBand;
float2 _AudioLinkDecal1Alpha;
half _AudioLinkDecal1EmissionBand;
float2 _AudioLinkDecal1Emission;
float _DecalRotationCTALBand1;
float _DecalRotationCTALSpeed1;
float _DecalRotationCTALType1;
float _AudioLinkDecalCC1;
float _AudioLinkDecal1SideBand;
float4 _AudioLinkDecal1SideMin;
float4 _AudioLinkDecal1SideMax;
float2 _AudioLinkDecal1ChannelSeparation;
float _AudioLinkDecal1ChannelSeparationBand;
#endif //GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#ifdef GEOM_TYPE_FROND
half _AudioLinkDecal2ScaleBand;
float4 _AudioLinkDecal2Scale;
half _AudioLinkDecal2RotationBand;
float2 _AudioLinkDecal2Rotation;
half _AudioLinkDecal2AlphaBand;
float2 _AudioLinkDecal2Alpha;
half _AudioLinkDecal2EmissionBand;
float2 _AudioLinkDecal2Emission;
float _DecalRotationCTALBand2;
float _DecalRotationCTALSpeed2;
float _DecalRotationCTALType2;
float _AudioLinkDecalCC2;
float _AudioLinkDecal2SideBand;
float4 _AudioLinkDecal2SideMin;
float4 _AudioLinkDecal2SideMax;
float2 _AudioLinkDecal2ChannelSeparation;
float _AudioLinkDecal2ChannelSeparationBand;
#endif //GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#ifdef DEPTH_OF_FIELD_COC_VIEW
half _AudioLinkDecal3ScaleBand;
float4 _AudioLinkDecal3Scale;
half _AudioLinkDecal3RotationBand;
float2 _AudioLinkDecal3Rotation;
half _AudioLinkDecal3AlphaBand;
float2 _AudioLinkDecal3Alpha;
half _AudioLinkDecal3EmissionBand;
float2 _AudioLinkDecal3Emission;
float _DecalRotationCTALBand3;
float _DecalRotationCTALSpeed3;
float _DecalRotationCTALType3;
float _AudioLinkDecalCC3;
float _AudioLinkDecal3SideBand;
float4 _AudioLinkDecal3SideMin;
float4 _AudioLinkDecal3SideMax;
float2 _AudioLinkDecal3ChannelSeparation;
float _AudioLinkDecal3ChannelSeparationBand;
#endif //DEPTH_OF_FIELD_COC_VIEW
//endex
#endif
//endex
//ifex _DecalEnabled==0
#ifdef GEOM_TYPE_BRANCH
sampler2D _DecalTexture;
float _Decal0MaskChannel;
float _Decal0GlobalMask;
float _Decal0GlobalMaskBlendType;
float _Decal0ApplyGlobalMaskIndex;
float _Decal0ApplyGlobalMaskBlendType;
float4 _DecalTexture_ST;
float2 _DecalTexturePan;
float _DecalTextureUV;
float4 _DecalColor;
float _DecalColorThemeIndex;
float _DecalTiled;
float _DecalBlendType;
half _DecalRotation;
half2 _DecalScale;
float4 _DecalSideOffset;
half2 _DecalPosition;
half _DecalRotationSpeed;
float _DecalEmissionStrength;
float _DecalBlendAlpha;
float _DecalOverrideAlpha;
float _DecalHueShiftEnabled;
float _DecalHueShift;
float _DecalHueShiftSpeed;
float _Decal0Depth;
float _Decal0HueAngleStrength;
float _Decal0ChannelSeparationEnable;
float _Decal0ChannelSeparation;
float _Decal0ChannelSeparationPremultiply;
float _Decal0ChannelSeparationHue;
float _Decal0ChannelSeparationVertical;
float _Decal0ChannelSeparationAngleStrength;
#endif
//endex
//ifex _DecalEnabled1==0
#ifdef GEOM_TYPE_BRANCH_DETAIL
sampler2D _DecalTexture1;
float _Decal1MaskChannel;
float _Decal1GlobalMask;
float _Decal1GlobalMaskBlendType;
float _Decal1ApplyGlobalMaskIndex;
float _Decal1ApplyGlobalMaskBlendType;
float4 _DecalTexture1_ST;
float2 _DecalTexture1Pan;
float _DecalTexture1UV;
float4 _DecalColor1;
float _DecalColor1ThemeIndex;
fixed _DecalTiled1;
float _DecalBlendType1;
half _DecalRotation1;
half2 _DecalScale1;
float4 _DecalSideOffset1;
half2 _DecalPosition1;
half _DecalRotationSpeed1;
float _DecalEmissionStrength1;
float _DecalBlendAlpha1;
float _DecalOverrideAlpha1;
float _DecalHueShiftEnabled1;
float _DecalHueShift1;
float _DecalHueShiftSpeed1;
float _Decal1Depth;
float _Decal1HueAngleStrength;
float _Decal1ChannelSeparationEnable;
float _Decal1ChannelSeparation;
float _Decal1ChannelSeparationPremultiply;
float _Decal1ChannelSeparationHue;
float _Decal1ChannelSeparationVertical;
float _Decal1ChannelSeparationAngleStrength;
#endif
//endex
//ifex _DecalEnabled2==0
#ifdef GEOM_TYPE_FROND
sampler2D _DecalTexture2;
float _Decal2MaskChannel;
float _Decal2GlobalMask;
float _Decal2GlobalMaskBlendType;
float _Decal2ApplyGlobalMaskIndex;
float _Decal2ApplyGlobalMaskBlendType;
float4 _DecalTexture2_ST;
float2 _DecalTexture2Pan;
float _DecalTexture2UV;
float4 _DecalColor2;
float _DecalColor2ThemeIndex;
fixed _DecalTiled2;
float _DecalBlendType2;
half _DecalRotation2;
half2 _DecalScale2;
float4 _DecalSideOffset2;
half2 _DecalPosition2;
half _DecalRotationSpeed2;
float _DecalEmissionStrength2;
float _DecalBlendAlpha2;
float _DecalOverrideAlpha2;
float _DecalHueShiftEnabled2;
float _DecalHueShift2;
float _DecalHueShiftSpeed2;
float _Decal2Depth;
float _Decal2HueAngleStrength;
float _Decal2ChannelSeparationEnable;
float _Decal2ChannelSeparation;
float _Decal2ChannelSeparationPremultiply;
float _Decal2ChannelSeparationHue;
float _Decal2ChannelSeparationVertical;
float _Decal2ChannelSeparationAngleStrength;
#endif
//endex
//ifex _DecalEnabled3==0
#ifdef DEPTH_OF_FIELD_COC_VIEW
sampler2D _DecalTexture3;
float _Decal3MaskChannel;
float _Decal3GlobalMask;
float _Decal3GlobalMaskBlendType;
float _Decal3ApplyGlobalMaskIndex;
float _Decal3ApplyGlobalMaskBlendType;
float4 _DecalTexture3_ST;
float2 _DecalTexture3Pan;
float _DecalTexture3UV;
float4 _DecalColor3;
float _DecalColor3ThemeIndex;
fixed _DecalTiled3;
float _DecalBlendType3;
half _DecalRotation3;
half2 _DecalScale3;
float4 _DecalSideOffset3;
half2 _DecalPosition3;
half _DecalRotationSpeed3;
float _DecalEmissionStrength3;
float _DecalBlendAlpha3;
float _DecalOverrideAlpha3;
float _DecalHueShiftEnabled3;
float _DecalHueShift3;
float _DecalHueShiftSpeed3;
float _Decal3Depth;
float _Decal3HueAngleStrength;
float _Decal3ChannelSeparationEnable;
float _Decal3ChannelSeparation;
float _Decal3ChannelSeparationPremultiply;
float _Decal3ChannelSeparationHue;
float _Decal3ChannelSeparationVertical;
float _Decal3ChannelSeparationAngleStrength;
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
float _DissolveType;
float _DissolveEdgeWidth;
float4 _DissolveEdgeColor;
sampler2D _DissolveEdgeGradient;
float4 _DissolveEdgeGradient_ST;
float2 _DissolveEdgeGradientPan;
float _DissolveEdgeGradientUV;
float _DissolveEdgeEmission;
float4 _DissolveTextureColor;
float _DissolveEdgeColorThemeIndex;
float _DissolveTextureColorThemeIndex;
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveToTexture;
#endif
float4 _DissolveToTexture_ST;
float2 _DissolveToTexturePan;
float _DissolveToTextureUV;
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveNoiseTexture;
#endif
float4 _DissolveNoiseTexture_ST;
float2 _DissolveNoiseTexturePan;
float _DissolveNoiseTextureUV;
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveDetailNoise;
#endif
float4 _DissolveDetailNoise_ST;
float2 _DissolveDetailNoisePan;
float _DissolveDetailNoiseUV;
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveMask;
#endif
float4 _DissolveMask_ST;
float2 _DissolveMaskPan;
float _DissolveMaskUV;
float _DissolveMaskGlobalMask;
float _DissolveMaskGlobalMaskBlendType;
float _DissolveMaskInvert;
float _DissolveAlpha;
float _ContinuousDissolve;
float _DissolveDetailStrength;
float _DissolveDetailEdgeSmoothing;
float _DissolveEdgeHardness;
float _DissolveInvertNoise;
float _DissolveInvertDetailNoise;
float _DissolveToEmissionStrength;
// Point to Point
float _DissolveP2PWorldLocal;
float _DissolveP2PEdgeLength;
float _DissolveP2PClamp;
float4 _DissolveStartPoint;
float4 _DissolveEndPoint;
// Spherical
float3 _SphericalDissolveCenter;
float _SphericalDissolveRadius;
float _SphericalDissolveInvert;
float _SphericalDissolveClamp;
// CenterOut
float _CenterOutDissolveMode;
float3 _CenterOutDissolveDirection;
float _CenterOutDissolveInvert;
float _CenterOutDissolveNormals;
float _CenterOutDissolvePower;
// World Dissolve
float _DissolveWorldShape;
float4 _DissolveShapePosition;
float4 _DissolveShapeRotation;
float _DissolveShapeScale;
float _DissolveInvertShape;
float _DissolveShapeEdgeLength;
// UV Tile Dissolve
float _UVTileDissolveEnabled;
float _UVTileDissolveDiscardAtMax;
float _UVTileDissolveUV;
float _UVTileDissolveAlpha_Row3_0;
float _UVTileDissolveAlpha_Row3_1;
float _UVTileDissolveAlpha_Row3_2;
float _UVTileDissolveAlpha_Row3_3;
float _UVTileDissolveAlpha_Row2_0;
float _UVTileDissolveAlpha_Row2_1;
float _UVTileDissolveAlpha_Row2_2;
float _UVTileDissolveAlpha_Row2_3;
float _UVTileDissolveAlpha_Row1_0;
float _UVTileDissolveAlpha_Row1_1;
float _UVTileDissolveAlpha_Row1_2;
float _UVTileDissolveAlpha_Row1_3;
float _UVTileDissolveAlpha_Row0_0;
float _UVTileDissolveAlpha_Row0_1;
float _UVTileDissolveAlpha_Row0_2;
float _UVTileDissolveAlpha_Row0_3;
float _DissolveAlpha0;
float _DissolveAlpha1;
float _DissolveAlpha2;
float _DissolveAlpha3;
float _DissolveAlpha4;
float _DissolveAlpha5;
float _DissolveAlpha6;
float _DissolveAlpha7;
float _DissolveAlpha8;
float _DissolveAlpha9;
// Masking
float _DissolveEmissionSide;
float _DissolveEmission1Side;
float _DissolveUseVertexColors;
float4 edgeColor;
float edgeAlpha;
float dissolveAlpha;
float4 dissolveToTexture;
float _DissolveHueShiftEnabled;
float _DissolveHueShiftSpeed;
float _DissolveHueShift;
float _DissolveEdgeHueShiftEnabled;
float _DissolveEdgeHueShiftSpeed;
float _DissolveEdgeHueShift;
// Audio Link
#ifdef POI_AUDIOLINK
fixed _EnableDissolveAudioLink;
half _AudioLinkDissolveAlphaBand;
float2 _AudioLinkDissolveAlpha;
half _AudioLinkDissolveDetailBand;
float2 _AudioLinkDissolveDetail;
#endif
#endif
//endex
//ifex _ShadingEnabled==0
// Toon Lighting
#ifdef _LIGHTINGMODE_TEXTURERAMP
UNITY_DECLARE_TEX2D(_ToonRamp);
#endif
float _ShadowOffset;
float _ShadowStrength;
float _LightingIgnoreAmbientColor;
// Math Toon Lighting
float _LightingGradientStart;
float _LightingGradientEnd;
float3 _LightingShadowColor;
float _LightingGradientStartWrap;
float _LightingGradientEndWrap;
// ShadeMap Lighting
#ifdef _LIGHTINGMODE_SHADEMAP
float3 _1st_ShadeColor;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _1st_ShadeMap;
#endif
float4 _1st_ShadeMap_ST;
float2 _1st_ShadeMapPan;
float _1st_ShadeMapUV;
float _Use_1stShadeMapAlpha_As_ShadowMask;
float _1stShadeMapMask_Inverse;
float _Use_BaseAs1st;
float3 _2nd_ShadeColor;
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _2nd_ShadeMap;
#endif
float4 _2nd_ShadeMap_ST;
float2 _2nd_ShadeMapPan;
float _2nd_ShadeMapUV;
float _Use_2ndShadeMapAlpha_As_ShadowMask;
float _2ndShadeMapMask_Inverse;
float _Use_1stAs2nd;
float _BaseColor_Step;
float _BaseShade_Feather;
float _ShadeColor_Step;
float _1st2nd_Shades_Feather;
float _ShadingShadeMapBlendType;
#endif
// Skin
#ifdef _LIGHTINGMODE_SKIN
sampler2D _SkinLUT;
float _SssScale;
#if defined(PROP_SKINTHICKNESS) || !defined(OPTIMIZER_ENABLED)
Texture2D _SkinThicknessMap;
#endif
float4 _SkinThicknessMap_ST;
float2 _SkinThicknessMapPan;
float _SkinThicknessMapUV;
float _SkinThicknessMapInvert;
float _SkinThicknessPower;
float _SssBumpBlur;
float3 _SssTransmissionAbsorption;
float3 _SssColorBleedAoWeights;
#endif
#ifdef _LIGHTINGMODE_MULTILAYER_MATH
float4 _ShadowColor;
float _LightingMulitlayerNonLinear;
#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _ShadowColorTex;
float4 _ShadowColorTex_ST;
float2 _ShadowColorTexPan;
float _ShadowColorTexUV;
#endif
#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _MultilayerMathBlurMap;
float4 _MultilayerMathBlurMap_ST;
float2 _MultilayerMathBlurMapPan;
float _MultilayerMathBlurMapUV;
#endif
float _ShadowBorder;
float _ShadowBlur;
float4 _Shadow2ndColor;
#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Shadow2ndColorTex;
float4 _Shadow2ndColorTex_ST;
float2 _Shadow2ndColorTexPan;
float _Shadow2ndColorTexUV;
#endif
float _Shadow2ndBorder;
float _Shadow2ndBlur;
float4 _Shadow3rdColor;
#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Shadow3rdColorTex;
float4 _Shadow3rdColorTex_ST;
float2 _Shadow3rdColorTexPan;
float _Shadow3rdColorTexUV;
#endif
float _Shadow3rdBorder;
float _Shadow3rdBlur;
float4 _ShadowBorderColor;
float _ShadowBorderRange;
float _ShadowMainStrength;
#endif
// Cloth
//ifex _LightingMode!=7
#ifdef _LIGHTINGMODE_CLOTH
Texture2D_float _ClothDFG;
SamplerState sampler_ClothDFG;
#if defined(PROP_CLOTHMETALLICSMOOTHNESSMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _ClothMetallicSmoothnessMap;
#endif
float4 _ClothMetallicSmoothnessMap_ST;
float2 _ClothMetallicSmoothnessMapPan;
float _ClothMetallicSmoothnessMapUV;
float _ClothMetallicSmoothnessMapInvert;
float _ClothLerp;
float _ClothMetallic;
float _ClothReflectance;
float _ClothSmoothness;
#endif
//endex
#ifdef _LIGHTINGMODE_SDF
#if defined(PROP_SDFSHADINGTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _SDFShadingTexture;
float _SDFShadingTextureUV;
float2 _SDFShadingTexturePan;
float4 _SDFShadingTexture_ST;
float _SDFBlur;
float4 _SDFForward;
float4 _SDFLeft;
#endif
#endif
// Additive
float _LightingAdditiveType;
float _LightingAdditiveGradientStart;
float _LightingAdditiveGradientEnd;
float _LightingAdditiveDetailStrength;
//endex
//ifex _EnableAniso==0
#ifdef POI_ANISOTROPICS
#if defined(PROP_ANISOCOLORMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _AnisoColorMap;
float4 _AnisoColorMap_ST;
float2 _AnisoColorMapPan;
float _AnisoColorMapUV;
#endif
/*
#if defined(PROP_ANISONOISEMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _AnisoNoiseMap;
float4 _AnisoNoiseMap_ST;
float2 _AnisoNoiseMapPan;
float _AnisoNoiseMapUV;
#endif
*/
float _AnisoHideInShadow;
float _AnisoReplace;
float _AnisoAdd;
float _AnisoUseBaseColor;
float _AnisoUseLightColor;
float _Aniso0Strength;
float _Aniso0Power;
float _Aniso0Offset;
float _Aniso0SwitchDirection;
float4 _Aniso0Tint;
float _Aniso0TintIndex;
float _Aniso0OffsetMapStrength;
float _Aniso0ToonMode;
float _Aniso0Edge;
float _Aniso0Blur;
float _Aniso1Strength;
float _Aniso1Power;
float _Aniso1Offset;
float _Aniso1SwitchDirection;
float4 _Aniso1Tint;
float _Aniso1TintIndex;
float _Aniso1OffsetMapStrength;
float _Aniso1ToonMode;
float _Aniso1Edge;
float _Aniso1Blur;
float _AnisoDebugToggle;
float _AnisoDebugMode;
#endif
//endex
//ifex _MatcapEnable==0
#ifdef POI_MATCAP0
#if defined(PROP_MATCAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap;
float4 _Matcap_ST;
float2 _MatcapPan;
float _MatcapUV;
#endif
#if defined(PROP_MATCAPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _MatcapMask;
float4 _MatcapMask_ST;
float2 _MatcapMaskPan;
float _MatcapMaskUV;
float _MatcapMaskChannel;
#endif
#ifdef POI_MATCAP0_CUSTOM_NORMAL
#if defined(PROP_MATCAP0NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap0NormalMap;
#endif
float4 _Matcap0NormalMap_ST;
float2 _Matcap0NormalMapPan;
float _Matcap0NormalMapUV;
float _Matcap0NormalMapScale;
#endif
float _MatcapUVMode;
float _MatcapMaskInvert;
float _MatcapMaskGlobalMask;
float _MatcapMaskGlobalMaskBlendType;
float _MatcapBorder;
float4 _MatcapColor;
float _MatcapColorThemeIndex;
float _MatcapIntensity;
float _MatcapReplace;
float _MatcapMultiply;
float _MatcapAdd;
float _MatcapAddToLight;
float _MatcapMixed;
float _MatcapAlphaOverride;
float _MatcapEnable;
float _MatcapLightMask;
float _MatcapEmissionStrength;
float _MatcapNormal;
float _MatcapHueShiftEnabled;
float _MatcapHueShiftSpeed;
float _MatcapHueShift;
float _MatcapTPSDepthEnabled;
float _MatcapTPSMaskStrength;
#endif
//endex
//ifex _Matcap2Enable==0
#ifdef COLOR_GRADING_HDR_3D
#if defined(PROP_MATCAP2) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap2;
float4 _Matcap2_ST;
float2 _Matcap2Pan;
float _Matcap2UV;
#endif
#if defined(PROP_MATCAP2MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap2Mask;
float4 _Matcap2Mask_ST;
float2 _Matcap2MaskPan;
float _Matcap2MaskUV;
float _Matcap2MaskChannel;
#endif
#ifdef POI_MATCAP1_CUSTOM_NORMAL
#if defined(PROP_MATCAP1NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap1NormalMap;
#endif
float4 _Matcap1NormalMap_ST;
float2 _Matcap1NormalMapPan;
float _Matcap1NormalMapUV;
float _Matcap1NormalMapScale;
#endif
float _Matcap2UVMode;
float _Matcap2MaskInvert;
float _Matcap2MaskGlobalMask;
float _Matcap2MaskGlobalMaskBlendType;
float _Matcap2Border;
float4 _Matcap2Color;
float _Matcap2ColorThemeIndex;
float _Matcap2Intensity;
float _Matcap2Replace;
float _Matcap2Multiply;
float _Matcap2Add;
float _Matcap2AddToLight;
float _Matcap2Mixed;
float _Matcap2AlphaOverride;
float _Matcap2Enable;
float _Matcap2LightMask;
float _Matcap2EmissionStrength;
float _Matcap2Normal;
float _Matcap2HueShiftEnabled;
float _Matcap2HueShiftSpeed;
float _Matcap2HueShift;
float _Matcap2TPSDepthEnabled;
float _Matcap2TPSMaskStrength;
#endif
//endex
//ifex _Matcap3Enable==0
#ifdef POI_MATCAP2
#if defined(PROP_MATCAP3) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap3;
float4 _Matcap3_ST;
float2 _Matcap3Pan;
float _Matcap3UV;
#endif
#if defined(PROP_MATCAP3MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap3Mask;
float4 _Matcap3Mask_ST;
float2 _Matcap3MaskPan;
float _Matcap3MaskUV;
float _Matcap3MaskChannel;
#endif
#ifdef POI_MATCAP2_CUSTOM_NORMAL
#if defined(PROP_MATCAP2NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap2NormalMap;
#endif
float4 _Matcap2NormalMap_ST;
float2 _Matcap2NormalMapPan;
float _Matcap2NormalMapUV;
float _Matcap2NormalMapScale;
#endif
float _Matcap3UVMode;
float _Matcap3MaskInvert;
float _Matcap3MaskGlobalMask;
float _Matcap3MaskGlobalMaskBlendType;
float _Matcap3Border;
float4 _Matcap3Color;
float _Matcap3ColorThemeIndex;
float _Matcap3Intensity;
float _Matcap3Replace;
float _Matcap3Multiply;
float _Matcap3Add;
float _Matcap3AddToLight;
float _Matcap3Mixed;
float _Matcap3AlphaOverride;
float _Matcap3Enable;
float _Matcap3LightMask;
float _Matcap3EmissionStrength;
float _Matcap3Normal;
float _Matcap3HueShiftEnabled;
float _Matcap3HueShiftSpeed;
float _Matcap3HueShift;
float _Matcap3TPSDepthEnabled;
float _Matcap3TPSMaskStrength;
#endif
//endex
//ifex _Matcap4Enable==0
#ifdef POI_MATCAP3
#if defined(PROP_MATCAP4) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap4;
float4 _Matcap4_ST;
float2 _Matcap4Pan;
float _Matcap4UV;
#endif
#if defined(PROP_MATCAP4MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap4Mask;
float4 _Matcap4Mask_ST;
float2 _Matcap4MaskPan;
float _Matcap4MaskUV;
float _Matcap4MaskChannel;
#endif
#ifdef POI_MATCAP3_CUSTOM_NORMAL
#if defined(PROP_MATCAP3NORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _Matcap3NormalMap;
#endif
float4 _Matcap3NormalMap_ST;
float2 _Matcap3NormalMapPan;
float _Matcap3NormalMapUV;
float _Matcap3NormalMapScale;
#endif
float _Matcap4UVMode;
float _Matcap4MaskInvert;
float _Matcap4MaskGlobalMask;
float _Matcap4MaskGlobalMaskBlendType;
float _Matcap4Border;
float4 _Matcap4Color;
float _Matcap4ColorThemeIndex;
float _Matcap4Intensity;
float _Matcap4Replace;
float _Matcap4Multiply;
float _Matcap4Add;
float _Matcap4AddToLight;
float _Matcap4Mixed;
float _Matcap4AlphaOverride;
float _Matcap4Enable;
float _Matcap4LightMask;
float _Matcap4EmissionStrength;
float _Matcap4Normal;
float _Matcap4HueShiftEnabled;
float _Matcap4HueShiftSpeed;
float _Matcap4HueShift;
float _Matcap4TPSDepthEnabled;
float _Matcap4TPSMaskStrength;
#endif
//endex
//ifex _CubeMapEnabled==0
#ifdef _CUBEMAP
#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
samplerCUBE _CubeMap;
float3 _CubeMapRotation;
float3 _CubeMapRotationPan;
#endif
#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _CubeMapMask;
float4 _CubeMapMask_ST;
float2 _CubeMapMaskPan;
float _CubeMapMaskUV;
float _CubeMapMaskChannel;
#endif
float _CubeMapUVMode;
float _CubeMapWorldNormalsStrength;
float _CubeMapMaskInvert;
float _CubeMapMaskGlobalMask;
float _CubeMapMaskGlobalMaskBlendType;
float4 _CubeMapColor;
float _CubeMapColorThemeIndex;
float _CubeMapIntensity;
float _CubeMapReplace;
float _CubeMapMultiply;
float _CubeMapAdd;
float _CubeMapEnable;
float _CubeMapLightMask;
float _CubeMapEmissionStrength;
float _CubeMapNormal;
float _CubeMapHueShiftEnabled;
float _CubeMapHueShiftSpeed;
float _CubeMapHueShift;
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
float _ALDecalUV;
float4 _ALUVScale;
float2 _ALUVPosition;
float _ALUVRotation;
float _ALUVRotationSpeed;
float4 _ALDecaldCircleDimensions;
float _ALDecalUVMode;
float _ALDecalVolumeStep;
float _ALDecalVolumeClipMin;
float _ALDecalVolumeClipMax;
float _ALDecalBandStep;
float _ALDecalBandClipMin;
float _ALDecalBandClipMax;
float _ALDecalShapeClip;
float _ALDecalShapeClipVolumeWidth;
float _ALDecalShapeClipBandWidth;
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _ALDecalColorMask;
float4 _ALDecalColorMask_ST;
float2 _ALDecalColorMaskPan;
float _ALDecalColorMaskUV;
#endif
float _ALDecalVolume;
float _ALDecalBaseBoost;
float _ALDecalTrebleBoost;
float _ALDecalLineWidth;
float _ALDecalVolumeColorSource;
float3 _ALDecalVolumeColorLow;
float _ALDecalVolumeColorLowThemeIndex;
float3 _ALDecalVolumeColorMid;
float _ALDecalVolumeColorMidThemeIndex;
float3 _ALDecalVolumeColorHigh;
float _ALDecalVolumeColorHighThemeIndex;
float _ALDecalLowEmission;
float _ALDecalMidEmission;
float _ALDecalHighEmission;
float _ALDecalBlendType;
float _ALDecalBlendAlpha;
float _ALDecalControlsAlpha;
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray);
float4 _FlipbookTexArray_ST;
float4 _FlipbookColor;
float _FlipbookColorThemeIndex;
float _FlipbookFPS;
// float _FlipbookTotalFrames;
float4 _FlipbookScaleOffset;
float4 _FlipbookSideOffset;
float _FlipbookTiled;
float _FlipbookManualFrameControl;
float _FlipbookCurrentFrame;
float _FlipbookStartAndEnd;
float _FlipbookStartFrame;
float _FlipbookEndFrame;
float _FlipbookEmissionStrength;
float _FlipbookRotation;
float _EnableFlipbook;
float _FlipbookTexArrayUV;
float _FlipbookAlphaControlsFinalAlpha;
float _FlipbookRotationSpeed;
float _FlipbookIntensityControlsAlpha;
float _FlipbookColorReplaces;
float2 _FlipbookTexArrayPan;
float _FlipbookFrameOffset;
// blending
float _FlipbookReplace;
float _FlipbookMultiply;
float _FlipbookAdd;
#if defined(PROP_FLIPBOOKMASSK) || !defined(OPTIMIZED_ENABLED)
Texture2D _FlipbookMask;
#endif
float4 _FlipbookMask_ST;
float2 _FlipbookMaskPan;
float _FlipbookMaskUV;
float _FlipbookMaskChannel;
float _FlipbookMaskGlobalMask;
float _FlipbookMaskGlobalMaskBlendType;
// anim
float _FlipbookMovementType;
float4 _FlipbookStartEndOffset;
float _FlipbookMovementSpeed;
// Crossfade
float _FlipbookCrossfadeEnabled;
float2 _FlipbookCrossfadeRange;
// Hueshift
float _FlipbookHueShiftEnabled;
float _FlipbookHueShiftSpeed;
float _FlipbookHueShift;
#ifdef POI_AUDIOLINK
float _FlipbookChronotensityEnabled;
float _FlipbookChronotensityBand;
float _FlipbookChronotensitySpeed;
float _FlipbookChronoType;
half _AudioLinkFlipbookScaleBand;
half4 _AudioLinkFlipbookScale;
half _AudioLinkFlipbookAlphaBand;
half2 _AudioLinkFlipbookAlpha;
half _AudioLinkFlipbookEmissionBand;
half2 _AudioLinkFlipbookEmission;
half _AudioLinkFlipbookFrameBand;
half2 _AudioLinkFlipbookFrame;
#endif
#endif
//endex
//ifex _EnableRimLighting==0
#ifdef _GLOSSYREFLECTIONS_OFF
float _Is_NormalMapToRimLight;
float4 _RimLightColor;
float _RimLightColorThemeIndex;
float _RimClamp;
#ifdef _RIMSTYLE_POIYOMI
float _RimLightingInvert;
float _RimWidth;
float _RimStrength;
float _RimSharpness;
float _RimBaseColorMix;
float _EnableRimLighting;
float _RimWidthNoiseStrength;
float4 _RimShadowAlpha;
float _RimShadowWidth;
float _RimBlendStrength;
float _RimBlendMode;
float _RimShadowToggle;
float _RimPower;
float _RimShadowMaskStrength;
float _RimShadowMaskRampType;
float _RimShadowMaskInvert;
float _RimBrightness;
#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimTex;
#endif
float4 _RimTex_ST;
float2 _RimTexPan;
float _RimTexUV;
#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimMask;
#endif
float4 _RimMask_ST;
float2 _RimMaskPan;
float _RimMaskUV;
float _RimMaskChannel;
#ifdef POI_AUDIOLINK
half _AudioLinkRimWidthBand;
float2 _AudioLinkRimWidthAdd;
half _AudioLinkRimEmissionBand;
float2 _AudioLinkRimEmissionAdd;
half _AudioLinkRimBrightnessBand;
float2 _AudioLinkRimBrightnessAdd;
#endif
#endif
#ifdef _RIMSTYLE_UTS2
float _RimLight;
float _Is_LightColor_RimLight;
float _RimLight_Power;
float _RimLight_InsideMask;
float _RimLight_FeatherOff;
float _LightDirection_MaskOn;
float _Tweak_LightDirection_MaskLevel;
float _Add_Antipodean_RimLight;
float4 _Ap_RimLightColor;
float _RimApColorThemeIndex;
float _Is_LightColor_Ap_RimLight;
float _Ap_RimLight_Power;
float _Ap_RimLight_FeatherOff;
#if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Set_RimLightMask;
float4 _Set_RimLightMask_ST;
float2 _Set_RimLightMaskPan;
float _Set_RimLightMaskUV;
#endif
float _Tweak_RimLightMaskLevel;
#endif
#ifdef _RIMSTYLE_LILTOON
float4 _RimColor;
#if defined(PROP_RIMCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimColorTex;
float4 _RimColorTex_ST;
float2 _RimColorTexPan;
float _RimColorTexUV;
#endif
float _RimMainStrength;
float _RimNormalStrength;
float _RimBorder;
float _RimBlur;
float _RimFresnelPower;
float _RimEnableLighting;
float _RimShadowMask;
int _RimBackfaceMask;
float _RimVRParallaxStrength;
float _RimDirStrength;
float _RimDirRange;
float _RimIndirRange;
float4 _RimIndirColor;
float _RimIndirBorder;
float _RimIndirBlur;
#endif
float _RimGlobalMask;
float _RimGlobalMaskBlendType;
float _RimApplyGlobalMaskIndex;
float _RimApplyGlobalMaskBlendType;
float _RimHueShiftEnabled;
float _RimHueShiftSpeed;
float _RimHueShift;
#endif
//endex
//ifex _EnableRim2Lighting==0
#ifdef POI_RIM2
float _Is_NormalMapToRim2Light;
float4 _Rim2LightColor;
float _Rim2LightColorThemeIndex;
float _Rim2Clamp;
#ifdef _RIM2STYLE_POIYOMI
float _Rim2LightingInvert;
float _Rim2Width;
float _Rim2Strength;
float _Rim2Sharpness;
float _Rim2BaseColorMix;
float _EnableRim2Lighting;
float _Rim2WidthNoiseStrength;
float4 _Rim2ShadowAlpha;
float _Rim2ShadowWidth;
float _Rim2BlendStrength;
float _Rim2BlendMode;
float _Rim2ShadowToggle;
float _Rim2Power;
float _Rim2ShadowMaskStrength;
float _Rim2ShadowMaskRampType;
float _Rim2ShadowMaskInvert;
float _Rim2Brightness;
#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2Tex;
#endif
float4 _Rim2Tex_ST;
float2 _Rim2TexPan;
float _Rim2TexUV;
#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2Mask;
#endif
float4 _Rim2Mask_ST;
float2 _Rim2MaskPan;
float _Rim2MaskUV;
float _Rim2MaskChannel;
#if defined(PROP_RIM2WIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2WidthNoiseTexture;
#endif
#ifdef POI_AUDIOLINK
half _AudioLinkRim2WidthBand;
float2 _AudioLinkRim2WidthAdd;
half _AudioLinkRim2EmissionBand;
float2 _AudioLinkRim2EmissionAdd;
half _AudioLinkRim2BrightnessBand;
float2 _AudioLinkRim2BrightnessAdd;
#endif
#endif
#ifdef _RIM2STYLE_UTS2
float _Rim2Light;
float _Is_LightColor_Rim2Light;
float _Rim2Light_Power;
float _Rim2Light_InsideMask;
float _Rim2Light_FeatherOff;
float _LightDirection_MaskOn2;
float _Tweak_LightDirection_MaskLevel2;
float _Add_Antipodean_Rim2Light;
float4 _Ap_Rim2LightColor;
float _Rim2ApColorThemeIndex;
float _Is_LightColor_Ap_Rim2Light;
float _Ap_Rim2Light_Power;
float _Ap_Rim2Light_FeatherOff;
#if defined(PROP_SET_RIM2LIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Set_Rim2LightMask;
float4 _Set_Rim2LightMask_ST;
float2 _Set_Rim2LightMaskPan;
float _Set_Rim2LightMaskUV;
#endif
float _Tweak_Rim2LightMaskLevel;
#endif
#ifdef _RIM2STYLE_LILTOON
float4 _Rim2Color;
#if defined(PROP_RIM2COLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _Rim2ColorTex;
float4 _Rim2ColorTex_ST;
float2 _Rim2ColorTexPan;
float _Rim2ColorTexUV;
#endif
float _Rim2MainStrength;
float _Rim2NormalStrength;
float _Rim2Border;
float _Rim2Blur;
float _Rim2FresnelPower;
float _Rim2EnableLighting;
float _Rim2ShadowMask;
int _Rim2BackfaceMask;
float _Rim2VRParallaxStrength;
// int _Rim2ApplyTransparency;
float _Rim2DirStrength;
float _Rim2DirRange;
float _Rim2IndirRange;
float4 _Rim2IndirColor;
float _Rim2IndirBorder;
float _Rim2IndirBlur;
#endif
float _Rim2GlobalMask;
float _Rim2GlobalMaskBlendType;
float _Rim2ApplyGlobalMaskIndex;
float _Rim2ApplyGlobalMaskBlendType;
float _Rim2HueShiftEnabled;
float _Rim2HueShiftSpeed;
float _Rim2HueShift;
#endif
//endex
//ifex _EnableDepthRimLighting==0
#ifdef _POI_DEPTH_RIMLIGHT
float _DepthRimNormalToUse;
float _DepthRimWidth;
float _DepthRimSharpness;
float _DepthRimHideInShadow;
float4 _DepthRimColor;
float _DepthRimColorThemeIndex;
float _DepthRimMixBaseColor;
float _DepthRimEmission;
float _DepthRimReplace;
float _DepthRimAdd;
float _DepthRimMultiply;
float _DepthRimAdditiveLighting;
float _DepthRimMixLightColor;
float _DepthRimType;
float _DepthRimBrightness;
static float2 sobelSamplePoints[9] = {
float2(-1, 1), float2(0, 1), float2(1, 1),
float2(-1, 0), float2(0, 0), float2(1, 01),
float2(-1, -1), float2(0, -1), float2(1, -1)
};
static float sobelXMatrix[9] = {
1, 0, -1,
2, 0, -2,
1, 0, -1
};
static float sobelYMatrix[9] = {
1, 2, 1,
0, 0, 0,
- 1, -2, -1
};
#endif
//endex
//ifex _GlitterEnable==0
#ifdef _SUNDISK_SIMPLE
float _GlitterUseNormals;
float _GlitterUV;
half3 _GlitterColor;
float _GlitterColorThemeIndex;
float2 _GlitterPan;
half _GlitterSpeed;
half _GlitterBrightness;
float _GlitterFrequency;
float _GlitterJitter;
half _GlitterSize;
half _GlitterContrast;
half _GlitterAngleRange;
half _GlitterMinBrightness;
half _GlitterBias;
fixed _GlitterUseSurfaceColor;
float _GlitterBlendType;
float _GlitterMode;
float _GlitterShape;
float _GlitterCenterSize;
float _glitterFrequencyLinearEmissive;
float _GlitterJaggyFix;
float _GlitterTextureRotation;
float2 _GlitterUVPanning;
float _GlitterHueShiftEnabled;
float _GlitterHueShiftSpeed;
float _GlitterHueShift;
float _GlitterHideInShadow;
float _GlitterRandomColors;
float2 _GlitterMinMaxSaturation;
float2 _GlitterMinMaxBrightness;
float _GlitterRandomSize;
float4 _GlitterMinMaxSize;
float _GlitterRandomRotation;
#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlitterMask;
#endif
float4 _GlitterMask_ST;
float2 _GlitterMaskPan;
float _GlitterMaskUV;
float _GlitterMaskChannel;
float _GlitterMaskGlobalMask;
float _GlitterMaskGlobalMaskBlendType;
#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlitterColorMap;
#endif
float4 _GlitterColorMap_ST;
float2 _GlitterColorMapPan;
float _GlitterColorMapUV;
#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlitterTexture;
#endif
float4 _GlitterTexture_ST;
float2 _GlitterTexturePan;
float _GlitterTextureUV;
#endif
//endex
//ifex _SubsurfaceScattering==0
#ifdef POI_SUBSURFACESCATTERING
float4 _SSSColor;
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _SSSThicknessMap;
#endif
float4 _SSSThicknessMap_ST;
float2 _SSSThicknessMapPan;
float _SSSThicknessMapUV;
float _SSSThicknessMapChannel;
float _SSSThicknessMod;
float _SSSStrength;
float _SSSSpread;
float _SSSDistortion;
#endif
//endex
//ifex _MochieBRDF==0
#ifdef MOCHIE_PBR
#if defined(PROP_MOCHIEMETALLICMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _MochieMetallicMaps;
float _PBRMapsStochastic;
#endif
POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(_MochieMetallicMaps);
float _MochieMetallicMapInvert;
float _MochieRoughnessMapInvert;
float _MochieReflectionMaskInvert;
float _MochieSpecularMaskInvert;
float _MochieMetallicMapsMetallicChannel;
float _MochieMetallicMapsRoughnessChannel;
float _MochieMetallicMapsReflectionMaskChannel;
float _MochieMetallicMapsSpecularMaskChannel;
float _PBRNormalSelect;
float _MochieReflectionTintThemeIndex;
float _MochieSpecularTintThemeIndex;
float _MochieRoughnessMultiplier;
float _MochieMetallicMultiplier;
float _MochieReflectionStrength;
float _MochieSpecularStrength;
float4 _MochieSpecularTint;
float4 _MochieReflectionTint;
float _MochieLitFallback;
float _IgnoreCastedShadows;
float _PBRSplitMaskSample;
float _PBRSplitMaskStochastic;
float4 _PBRMaskScaleTiling;
float _MochieMetallicMasksUV;
float4 _MochieMetallicMasksPan;
float _Specular2ndLayer;
float _MochieSpecularStrength2;
float _MochieRoughnessMultiplier2;
float _RefSpecFresnel;
samplerCUBE _MochieReflCube;
float4 _MochieReflCube_HDR;
float _MochieForceFallback;
float _MochieGSAAEnabled;
float _PoiGSAAVariance;
float _PoiGSAAThreshold;
float _BRDFTPSReflectionMaskStrength;
float _BRDFTPSSpecularMaskStrength;
float _BRDFTPSDepthEnabled;
float _MochieReflectionStrengthGlobalMask;
float _MochieReflectionStrengthGlobalMaskBlendType;
float _MochieSpecularStrengthGlobalMask;
float _MochieSpecularStrengthGlobalMaskBlendType;
#endif
//endex
//ifex _ClearCoatBRDF==0
#ifdef POI_CLEARCOAT
#if defined(PROP_CLEARCOATMAPS) || !defined(OPTIMIZER_ENABLED)
Texture2D _ClearCoatMaps;
float4 _ClearCoatMaps_ST;
float2 _ClearCoatMapsPan;
float _ClearCoatMapsUV;
float _ClearCoatMapsStochastic;
#endif
float _ClearCoatBRDF;
float _ClearCoatReflectionStrength;
float _ClearCoatSpecularStrength;
float _ClearCoatStrength;
float _ClearCoatSmoothness;
float4 _ClearCoatReflectionTint;
float _ClearCoatReflectionTintThemeIndex;
float4 _ClearCoatSpecularTint;
float _ClearCoatSpecularTintThemeIndex;
float _ClearCoatSmoothnessMapInvert;
float _ClearCoatMaskInvert;
float _ClearCoatReflectionMaskInvert;
float _ClearCoatSpecularMaskInvert;
float _ClearCoatTPSMaskStrength;
float _ClearCoatTPSDepthMaskEnabled;
float _ClearCoatNormalSelect;
samplerCUBE _ClearCoatFallback;
float4 _ClearCoatFallback_HDR;
float _ClearCoatForceFallback;
float _ClearCoatLitFallback;
float _CCIgnoreCastedShadows;
float _ClearCoatGSAAEnabled;
float _ClearCoatGSAAVariance;
float _ClearCoatGSAAThreshold;
float _ClearcoatFresnel;
float _ClearCoatReflectionStrengthGlobalMask;
float _ClearCoatReflectionStrengthGlobalMaskBlendType;
float _ClearCoatSpecularStrengthGlobalMask;
float _ClearCoatSpecularStrengthGlobalMaskBlendType;
#endif
//endex
//ifex _EnableEnvironmentalRim==0
#ifdef POI_ENVIRORIM
#if defined(PROP_RIMENVIROMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _RimEnviroMask;
#endif
float4 _RimEnviroMask_ST;
float2 _RimEnviroMaskPan;
float _RimEnviroMaskUV;
float _RimEnviroChannel;
float _RimEnviroBlur;
float _RimEnviroMinBrightness;
float _RimEnviroWidth;
float _RimEnviroSharpness;
float _RimEnviroIntensity;
#endif
//endex
//ifex _StylizedSpecular==0
#ifdef POI_STYLIZED_StylizedSpecular
#if defined(PROP_HIGHCOLOR_TEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _HighColor_Tex;
#endif
float4 _HighColor_Tex_ST;
float2 _HighColor_TexPan;
float _HighColor_TexUV;
#if defined(PROP_SET_HIGHCOLORMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Set_HighColorMask;
#endif
float4 _Set_HighColorMask_ST;
float2 _Set_HighColorMaskPan;
float _Set_HighColorMaskUV;
float _Set_HighColorMaskChannel;
float _Tweak_HighColorMaskLevel;
/*
#if defined(PROP_StylizedSpecularOPTMAP1) || !defined(OPTIMIZER_ENABLED)
Texture2D _StylizedSpecularOptMap1;
#endif
float4 _StylizedSpecularOptMap1_ST;
float2 _StylizedSpecularOptMap1Pan;
float _StylizedSpecularOptMap1UV;
#if defined(PROP_StylizedSpecularOPTMAP2) || !defined(OPTIMIZER_ENABLED)
Texture2D _StylizedSpecularOptMap2;
#endif
float4 _StylizedSpecularOptMap2_ST;
float2 _StylizedSpecularOptMap2Pan;
float _StylizedSpecularOptMap2UV;
*/
float4 _HighColor;
float _UseLightColor;
float _HighColor_Power;
float _StylizedSpecularFeather;
float _Layer1Strength;
float _Layer2Size;
float _StylizedSpecular2Feather;
float _Layer2Strength;
float _SSIgnoreCastedShadows;
float _StylizedSpecularStrength;
float _UseSpecularOptMap2;
float _HighColorThemeIndex;
float _Is_BlendAddToHiColor;
float _Is_SpecularToHighColor;
#endif
//endex
//ifex _EnablePathing==0
#ifdef POI_PATHING
#if defined(PROP_PATHINGMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _PathingMap;
SamplerState SmpRepeatPoint;
#endif
float4 _PathingMap_ST;
float2 _PathingMapPan;
float _PathingMapUV;
#if defined(PROP_PATHINGCOLORMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _PathingColorMap;
#endif
float4 _PathingColorMap_ST;
float2 _PathingColorMapPan;
float _PathingColorMapUV;
float _PathingOverrideAlpha;
// Fill, 0, Path, 1, Loop, 2
float _PathTypeR;
float _PathTypeG;
float _PathTypeB;
float _PathTypeA;
float _PathGradientType;
half4 _PathWidth;
float4 _PathTime;
float4 _PathOffset;
float4 _PathSpeed;
float4 _PathColorR;
float4 _PathColorG;
float4 _PathColorB;
float4 _PathColorA;
float4 _PathEmissionStrength;
float4 _PathSoftness;
float4 _PathSegments;
float _PathColorRThemeIndex;
float _PathColorGThemeIndex;
float _PathColorBThemeIndex;
float _PathColorAThemeIndex;
#ifdef POI_AUDIOLINK
float _PathALAutoCorrelator;
float _PathALAutoCorrelatorR;
float _PathALAutoCorrelatorG;
float _PathALAutoCorrelatorB;
float _PathALAutoCorrelatorA;
float _PathALHistory;
float _PathALHistoryBandR;
float _PathALHistoryR;
float _PathALHistoryBandG;
float _PathALHistoryG;
float _PathALHistoryBandB;
float _PathALHistoryB;
float _PathALHistoryBandA;
float _PathALHistoryA;
float _PathALCCR;
float _PathALCCG;
float _PathALCCB;
float _PathALCCA;
// Time Offset
float _PathALTimeOffset;
half _AudioLinkPathTimeOffsetBandR;
half2 _AudioLinkPathTimeOffsetR;
half _AudioLinkPathTimeOffsetBandG;
half2 _AudioLinkPathTimeOffsetG;
half _AudioLinkPathTimeOffsetBandB;
half2 _AudioLinkPathTimeOffsetB;
half _AudioLinkPathTimeOffsetBandA;
half2 _AudioLinkPathTimeOffsetA;
// Emission Offset
float _PathALEmissionOffset;
half _AudioLinkPathEmissionAddBandR;
half2 _AudioLinkPathEmissionAddR;
half _AudioLinkPathEmissionAddBandG;
half2 _AudioLinkPathEmissionAddG;
half _AudioLinkPathEmissionAddBandB;
half2 _AudioLinkPathEmissionAddB;
half _AudioLinkPathEmissionAddBandA;
half2 _AudioLinkPathEmissionAddA;
// Length Offset
float _PathALWidthOffset;
half _AudioLinkPathWidthOffsetBandR;
half2 _AudioLinkPathWidthOffsetR;
half _AudioLinkPathWidthOffsetBandG;
half2 _AudioLinkPathWidthOffsetG;
half _AudioLinkPathWidthOffsetBandB;
half2 _AudioLinkPathWidthOffsetB;
half _AudioLinkPathWidthOffsetBandA;
half2 _AudioLinkPathWidthOffsetA;
// Chrono Time
float _PathALChrono;
float _PathChronoBandR;
float _PathChronoTypeR;
float _PathChronoSpeedR;
float _PathChronoBandG;
float _PathChronoTypeG;
float _PathChronoSpeedG;
float _PathChronoBandB;
float _PathChronoTypeB;
float _PathChronoSpeedB;
float _PathChronoBandA;
float _PathChronoTypeA;
float _PathChronoSpeedA;
#endif
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float _VisibilityMode;
float _Mirror;
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MirrorTexture;
#endif
float4 _MirrorColor;
float _MirrorColorThemeIndex;
float _MirrorTextureBlendType;
float4 _MirrorTexture_ST;
float2 _MirrorTexturePan;
float _MirrorTextureUV;
float _VisibilityVRCRegular;
float _VisibilityVRCMirrorVR;
float _VisibilityVRCMirrorDesktop;
float _VisibilityVRCCameraVR;
float _VisibilityVRCCameraDesktop;
float _VisibilityVRCCameraScreenshot;
#endif
//endex
//ifex _EnableTouchGlow==0
#if defined(PROP_DEPTHMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DepthMask;
#endif
float4 _DepthMask_ST;
float2 _DepthMaskPan;
float _DepthMaskUV;
float _DepthMaskChannel;
float _DepthMaskGlobalMask;
float _DepthMaskGlobalMaskBlendType;
// Color
float _DepthColorToggle;
float _DepthColorBlendMode;
#if defined(PROP_DEPTHTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DepthTexture;
#endif
float4 _DepthTexture_ST;
float2 _DepthTexturePan;
float _DepthTextureUV;
float3 _DepthColor;
float _DepthColorThemeIndex;
float _DepthColorMinDepth;
float _DepthColorMaxDepth;
float _DepthColorMinValue;
float _DepthColorMaxValue;
float _DepthEmissionStrength;
// Emission
// Alpha
float _DepthAlphaToggle;
float _DepthAlphaMinValue;
float _DepthAlphaMaxValue;
float _DepthAlphaMinDepth;
float _DepthAlphaMaxDepth;
//endex
//ifex _EnableIridescence==0
#ifdef POI_IRIDESCENCE
#if defined(PROP_IRIDESCENCERAMP) || !defined(OPTIMIZER_ENABLED)
Texture2D _IridescenceRamp;
#endif
float4 _IridescenceRamp_ST;
float2 _IridescenceRampPan;
#if defined(PROP_IRIDESCENCEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _IridescenceMask;
#endif
float4 _IridescenceMask_ST;
float2 _IridescenceMaskPan;
float _IridescenceMaskUV;
float _IridescenceMaskChannel;
float _IridescenceMaskGlobalMask;
float _IridescenceMaskGlobalMaskBlendType;
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _IridescenceNormalMap;
#endif
float4 _IridescenceNormalMap_ST;
float2 _IridescenceNormalMapPan;
float _IridescenceNormalMapUV;
float _IridescenceIntensity;
float _IridescenceHueShiftEnabled;
float _IridescenceHueShiftSpeed;
float _IridescenceHueShift;
float _IridescenceNormalSelection;
float _IridescenceNormalIntensity;
float _IridescenceNormalToggle;
float _IridescenceAddBlend;
float _IridescenceReplaceBlend;
float _IridescenceMultiplyBlend;
float _IridescenceEmissionStrength;
#ifdef POI_AUDIOLINK
float _IridescenceAudioLinkEmissionAddBand;
float2 _IridescenceAudioLinkEmissionAdd;
#endif
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
float _BlackLightMasking0Key;
float2 _BlackLightMasking0Range;
float _BlackLightMasking0GlobalMaskIndex;
float _BlackLightMasking0GlobalMaskBlendType;
float _BlackLightMasking1Key;
float2 _BlackLightMasking1Range;
float _BlackLightMasking1GlobalMaskIndex;
float _BlackLightMasking1GlobalMaskBlendType;
float _BlackLightMasking2Key;
float2 _BlackLightMasking2Range;
float _BlackLightMasking2GlobalMaskIndex;
float _BlackLightMasking2GlobalMaskBlendType;
float _BlackLightMasking3Key;
float2 _BlackLightMasking3Range;
float _BlackLightMasking3GlobalMaskIndex;
float _BlackLightMasking3GlobalMaskBlendType;
#endif
//endex
//ifex _TextEnabled==0
#ifdef EFFECT_BUMP
sampler2D _TextGlyphs;
float4 _TextGlyphs_ST;
float4 _TextGlyphs_TexelSize;
float _TextFPSUV;
float _TextTimeUV;
float _TextPositionUV;
float _TextNumericUV;
float _TextPixelRange;
float _TextFPSEnabled;
float _TextPositionEnabled;
float _TextTimeEnabled;
float _TextNumericEnabled;
float4 _TextFPSColor;
float _TextFPSEmissionStrength;
fixed4 _TextFPSPadding;
float2 _TextFPSOffset;
float2 _TextFPSScale;
float _TextFPSRotation;
fixed _TextPositionVertical;
float4 _TextPositionColor;
float _TextPositionEmissionStrength;
fixed4 _TextPositionPadding;
float2 _TextPositionOffset;
float2 _TextPositionScale;
float _TextPositionRotation;
float4 _TextTimeColor;
float _TextTimeEmissionStrength;
fixed4 _TextTimePadding;
float2 _TextTimeOffset;
float2 _TextTimeScale;
float _TextTimeRotation;
float4 _TextNumericColor;
float _TextNumericEmissionStrength;
fixed4 _TextNumericPadding;
float2 _TextNumericOffset;
float2 _TextNumericScale;
float _TextNumericRotation;
float _TextNumericValue;
float _TextNumericWholeDigits;
float _TextNumericDecimalDigits;
float _TextNumericTrimZeroes;
float _TextFPSColorThemeIndex;
float _TextPositionColorThemeIndex;
float _TextTimeColorThemeIndex;
float _TextNumericColorThemeIndex;
float3 globalTextEmission;
#define ASCII_SPACE 32
#define ASCII_LEFT_PARENTHESIS 40
#define ASCII_RIGHT_PARENTHESIS 41
#define ASCII_POSITIVE 43
#define ASCII_PERIOD 46
#define ASCII_NEGATIVE 45
#define ASCII_COMMA 44
#define ASCII_E 69
#define ASCII_F 70
#define ASCII_I 73
#define ASCII_M 77
#define ASCII_O 79
#define ASCII_P 80
#define ASCII_R 82
#define ASCII_S 83
#define ASCII_T 84
#define ASCII_SEMICOLON 58
#define glyphWidth 0.0625
#endif
//endex
//ifex _FXProximityColor==0
float _FXProximityColor;
float _FXProximityColorType;
float3 _FXProximityColorMinColor;
float3 _FXProximityColorMaxColor;
float _FXProximityColorMinColorThemeIndex;
float _FXProximityColorMaxColorThemeIndex;
float _FXProximityColorMinDistance;
float _FXProximityColorMaxDistance;
float _FXProximityColorBackFace;
//endex
//ifex _PostProcess==0
#ifdef POSTPROCESS
#if defined(PROP_PPMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _PPMask;
#endif
float4 _PPMask_ST;
float2 _PPMaskPan;
float _PPMaskUV;
float _PPMaskChannel;
float _PPMaskInvert;
float3 _PPTint;
float3 _PPRGB;
float _PPHue;
float _PPContrast;
float _PPSaturation;
float _PPBrightness;
float _PPLightness;
float _PPHDR;
float _PPPosterization;
float _PPPosterizationAmount;
const static float COLORS = 32;
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
float _TPS_AnimatedToggle;
float _TPS_PenetratorLength;
float3 _TPS_PenetratorScale;
float3 _TPS_PenetratorForward;
float3 _TPS_PenetratorRight;
float3 _TPS_PenetratorUp;
float _TPS_VertexColors;
float _TPS_MinimumOrificeDistance;
float _TPS_BezierStart;
float _TPS_SmoothStart;
float _TPS_BezierSmoothness;
float _TPS_Squeeze;
float _TPS_SqueezeDistance;
float _TPS_Buldge;
float _TPS_BuldgeDistance;
float _TPS_BuldgeFalloffDistance;
float _TPS_PumpingStrength;
float _TPS_PumpingSpeed;
float _TPS_PumpingWidth;
float _TPS_IdleSkrinkWidth;
float _TPS_IdleSkrinkLength;
float _TPS_BufferedDepthGlobalMaskIndex;
float _TPS_BufferedDepthGlobalMaskBlendType;
float _TPS_BufferedDepth;
float _TPS_BufferedStrength;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TPS_Grabpass);
#ifdef TPS_IsSkinnedMesh
UNITY_DECLARE_TEX2D_NOSAMPLER(_TPS_BakedMesh);
#else
sampler2D _TPS_BakedMesh;
#endif
#define ID_HOLE 0.41
#define ID_RING 0.42
#define ID_NORM 0.45
#define TPS_RECIEVER_DIST 0.01
#define PENETRATORTYPE_RING 1
#define PENETRATORTYPE_HOLE 2
#endif
//endex
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
float _NormalCorrectAmount;
float3 _NormalCorrectOrigin;
#endif
//endex
//ifex _EnableTruchet!=1
#ifdef POI_TRUCHET
float _TruchetUV;
float _TruchetDensity;
float _TruchetThiccness;
float4 _TruchetColor;
float _TruchetPan;
Texture2D _TruchetTex;
float4 _TruchetTex_ST;
float2 _TruchetTexPan;
float _TruchetShape;
float _TruchetAlpha;
float _TruchetEmissionStrength;
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
float4 _BacklightColor;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _BacklightColorTex;
float4 _BacklightColorTex_ST;
float2 _BacklightColorTexPan;
float _BacklightColorTexUV;
#endif
float _BacklightMainStrength;
float _BacklightNormalStrength;
float _BacklightBorder;
float _BacklightBlur;
float _BacklightDirectivity;
float _BacklightViewStrength;
int _BacklightReceiveShadow;
int _BacklightBackfaceMask;
#endif
//endex
//ifex _VideoEffectsEnable==0
float _VideoEffectsEnable;
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
sampler2D _VideoPixelTexture;
float4 _VideoPixelTexture_ST;
float _VideoPixelTextureUV;
#endif
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _VideoMaskTexture;
float4 _VideoMaskTexture_ST;
float2 _VideoMaskTexturePan;
float _VideoMaskTextureUV;
float _VideoMaskTextureChannel;
#endif
float _VideoType;
float2 _VideoResolution;
sampler2D _VideoGameboyRamp;
float _VideoBacklight;
float _VideoCRTRefreshRate;
float _VideoCRTPixelEnergizedTime;
float _VideoRepeatVideoTexture;
float _VideoPixelateToResolution;
float2 _VideoMaskPanning;
float _VideoSaturation;
float _VideoContrast;
float _VideoEmissionEnabled;
//endex
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
uint vertexId : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOut
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
float3 objNormal : TEXCOORD4;
float3 normal : TEXCOORD5;
float3 tangent : TEXCOORD6;
float3 binormal : TEXCOORD7;
float4 worldPos : TEXCOORD8;
float4 localPos : TEXCOORD9;
float3 objectPos : TEXCOORD10;
float4 vertexColor : TEXCOORD11;
float4 lightmapUV : TEXCOORD12;
float4 grabPos: TEXCOORD13;
float4 worldDirection: TEXCOORD14;
float4 extra: TEXCOORD15;
UNITY_SHADOW_COORDS(16)
UNITY_FOG_COORDS(17)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct PoiMesh
{
// 0 Vertex normal
// 1 Fragment normal
float3 normals[2];
float3 objNormal;
float3 tangentSpaceNormal;
float3 binormal[2];
float3 tangent[2];
float3 worldPos;
float3 localPos;
float3 objectPosition;
float isFrontFace;
float4 vertexColor;
float4 lightmapUV;
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 7 Distorted UV
float2 uv[8];
float2 parallaxUV;
};
struct PoiCam
{
float3 viewDir;
float3 forwardDir;
float3 worldPos;
float distanceToVert;
float4 clipPos;
float3 reflectionDir;
float3 vertexReflectionDir;
float3 tangentViewDir;
float4 grabPos;
float2 screenUV;
float vDotN;
float4 worldDirection;
};
struct PoiMods
{
float4 Mask;
float4 audioLink;
float audioLinkAvailable;
float audioLinkVersion;
float4 audioLinkTexture;
float audioLinkViaLuma;
float2 detailMask;
float2 backFaceDetailIntensity;
float globalEmission;
float4 globalColorTheme[12];
float globalMask[16];
float ALTime[8];
};
struct PoiLight
{
float3 direction;
float attenuation;
float attenuationStrength;
float3 directColor;
float3 indirectColor;
float occlusion;
float shadowMask;
float detailShadow;
float3 halfDir;
float lightMap;
float3 rampedLightMap;
float vertexNDotL;
float nDotL;
float nDotV;
float vertexNDotV;
float nDotH;
float vertexNDotH;
float lDotv;
float lDotH;
float nDotLSaturated;
float nDotLNormalized;
#ifdef POI_PASS_ADD
float additiveShadow;
#endif
float3 finalLighting;
float3 finalLightAdd;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
// Non Important Lights
float4 vDotNL;
float4 vertexVDotNL;
float3 vColor[4];
float4 vCorrectedDotNL;
float4 vAttenuation;
float4 vAttenuationDotNL;
float3 vPosition[4];
float3 vDirection[4];
float3 vFinalLighting;
float3 vHalfDir[4];
half4 vDotNH;
half4 vertexVDotNH;
half4 vDotLH;
#endif
};
struct PoiVertexLights
{
float3 direction;
float3 color;
float attenuation;
};
struct PoiFragData
{
float3 baseColor;
float3 finalColor;
float alpha;
float3 emission;
};
// glsl_mod behaves better on negative numbers, and
// in some situations actually outperforms HLSL's fmod()
#ifndef glsl_mod
#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
#endif
float2 poiUV(float2 uv, float4 tex_st)
{
return uv * tex_st.xy + tex_st.zw;
}
float2 vertexUV(in VertexOut o, int index)
{
switch (index)
{
case 0:
return o.uv[0];
case 1:
return o.uv[1];
case 2:
return o.uv[2];
case 3:
return o.uv[3];
default:
return o.uv[0];
}
}
float2 vertexUV(in appdata v, int index)
{
switch (index)
{
case 0:
return v.uv0;
case 1:
return v.uv1;
case 2:
return v.uv2;
case 3:
return v.uv3;
default:
return v.uv0;
}
}
//Lighting Helpers
float calculateluminance(float3 color)
{
return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
}
// Set by VRChat (as of open beta 1245)
// _VRChatCameraMode: 0 => Normal, 1 => VR HandCam, 2 => Desktop Handcam, 3 => Screenshot/Photo
// _VRChatMirrorMode: 0 => Normal, 1 => Mirror (VR), 2 => Mirror (Deskie)
float _VRChatCameraMode;
float _VRChatMirrorMode;
float VRCCameraMode()
{
return _VRChatCameraMode;
}
float VRCMirrorMode()
{
return _VRChatMirrorMode;
}
bool IsInMirror()
{
return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
}
bool IsOrthographicCamera()
{
return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
}
float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
{
// average energy
float R0 = max(0, L0);
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
half3 BetterSH9(half4 normal)
{
float3 indirect;
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
indirect = max(0, indirect);
indirect += SHEvalLinearL2(normal);
return indirect;
}
// Silent's code ends here
float3 getCameraForward()
{
#if UNITY_SINGLE_PASS_STEREO
float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
#else
float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
#endif
return normalize(p2 - p1);
}
half3 GetSHLength()
{
half3 x, x1;
x.r = length(unity_SHAr);
x.g = length(unity_SHAg);
x.b = length(unity_SHAb);
x1.r = length(unity_SHBr);
x1.g = length(unity_SHBg);
x1.b = length(unity_SHBb);
return x + x1;
}
float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
//UNITY_BRANCH
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float poiMax(float2 i)
{
return max(i.x, i.y);
}
float poiMax(float3 i)
{
return max(max(i.x, i.y), i.z);
}
float poiMax(float4 i)
{
return max(max(max(i.x, i.y), i.z), i.w);
}
float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
{
float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
return normalize(
normal.x * poiMesh.tangent[0] +
normal.y * poiMesh.binormal[0] +
normal.z * baseNormal
);
}
float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 calcParallax(in float height, in PoiCam poiCam)
{
return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
}
/*
0: Zero float4(0.0, 0.0, 0.0, 0.0),
1: One float4(1.0, 1.0, 1.0, 1.0),
2: DstColor destinationColor,
3: SrcColor sourceColor,
4: OneMinusDstColor float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
5: SrcAlpha sourceColor.aaaa,
6: OneMinusSrcColor float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
7: DstAlpha destinationColor.aaaa,
8: OneMinusDstAlpha float4(1.0, 1.0, 1.0, 1.0) - destinationColor.,
9: SrcAlphaSaturate saturate(sourceColor.aaaa),
10: OneMinusSrcAlpha float4(1.0, 1.0, 1.0, 1.0) - sourceColor.aaaa,
*/
float4 poiBlend(const float sourceFactor, const float4 sourceColor, const float destinationFactor, const float4 destinationColor, const float4 blendFactor)
{
float4 sA = 1 - blendFactor;
const float4 blendData[11] = {
float4(0.0, 0.0, 0.0, 0.0),
float4(1.0, 1.0, 1.0, 1.0),
destinationColor,
sourceColor,
float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sA,
saturate(sourceColor.aaaa),
1 - sA,
};
return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
}
// Average
float blendAverage(float base, float blend)
{
return (base + blend) / 2.0;
}
float3 blendAverage(float3 base, float3 blend)
{
return (base + blend) / 2.0;
}
// Color burn
float blendColorBurn(float base, float blend)
{
return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(blend))), 0.0);
}
float3 blendColorBurn(float3 base, float3 blend)
{
return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
}
// Color Dodge
float blendColorDodge(float base, float blend)
{
return (blend == 1.0)?blend : min(base / (1.0 - blend), 1.0);
}
float3 blendColorDodge(float3 base, float3 blend)
{
return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
}
// Darken
float blendDarken(float base, float blend)
{
return min(blend, base);
}
float3 blendDarken(float3 base, float3 blend)
{
return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
}
// Exclusion
float blendExclusion(float base, float blend)
{
return base + blend - 2.0 * base * blend;
}
float3 blendExclusion(float3 base, float3 blend)
{
return base + blend - 2.0 * base * blend;
}
// Reflect
float blendReflect(float base, float blend)
{
return (blend == 1.0)?blend : min(base * base / (1.0 - blend), 1.0);
}
float3 blendReflect(float3 base, float3 blend)
{
return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
}
// Glow
float blendGlow(float base, float blend)
{
return blendReflect(blend, base);
}
float3 blendGlow(float3 base, float3 blend)
{
return blendReflect(blend, base);
}
// Overlay
float blendOverlay(float base, float blend)
{
return base < 0.5?(2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
}
float3 blendOverlay(float3 base, float3 blend)
{
return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
}
// Hard Light
float blendHardLight(float base, float blend)
{
return blendOverlay(blend, base);
}
float3 blendHardLight(float3 base, float3 blend)
{
return blendOverlay(blend, base);
}
// Vivid light
float blendVividLight(float base, float blend)
{
return (blend < 0.5)?blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendVividLight(float3 base, float3 blend)
{
return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
}
// Hard mix
float blendHardMix(float base, float blend)
{
return (blendVividLight(base, blend) < 0.5)?0.0 : 1.0;
}
float3 blendHardMix(float3 base, float3 blend)
{
return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
}
// Lighten
float blendLighten(float base, float blend)
{
return max(blend, base);
}
float3 blendLighten(float3 base, float3 blend)
{
return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
}
// Linear Burn
float blendLinearBurn(float base, float blend)
{
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1.0, 0.0);
}
float3 blendLinearBurn(float3 base, float3 blend)
{
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
}
// Linear Dodge
float blendLinearDodge(float base, float blend)
{
// Note : Same implementation as BlendAddf
return min(base + blend, 1.0);
}
float3 blendLinearDodge(float3 base, float3 blend)
{
// Note : Same implementation as BlendAdd
return min(base + blend, float3(1.0, 1.0, 1.0));
}
// Linear light
float blendLinearLight(float base, float blend)
{
return blend < 0.5?blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendLinearLight(float3 base, float3 blend)
{
return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
}
// Multiply
float blendMultiply(float base, float blend)
{
return base * blend;
}
float3 blendMultiply(float3 base, float3 blend)
{
return base * blend;
}
// Negation
float blendNegation(float base, float blend)
{
return 1.0 - abs(1.0 - base - blend);
}
float3 blendNegation(float3 base, float3 blend)
{
return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
}
// Normal
float blendNormal(float base, float blend)
{
return blend;
}
float3 blendNormal(float3 base, float3 blend)
{
return blend;
}
// Phoenix
float blendPhoenix(float base, float blend)
{
return min(base, blend) - max(base, blend) + 1.0;
}
float3 blendPhoenix(float3 base, float3 blend)
{
return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
}
// Pin light
float blendPinLight(float base, float blend)
{
return (blend < 0.5)?blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
}
float3 blendPinLight(float3 base, float3 blend)
{
return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
}
// Screen
float blendScreen(float base, float blend)
{
return 1.0 - ((1.0 - base) * (1.0 - blend));
}
float3 blendScreen(float3 base, float3 blend)
{
return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
}
// Soft Light
float blendSoftLight(float base, float blend)
{
return (blend < 0.5)?(2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
}
float3 blendSoftLight(float3 base, float3 blend)
{
return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
}
// Subtract
float blendSubtract(float base, float blend)
{
return max(base - blend, 0.0);
}
float3 blendSubtract(float3 base, float3 blend)
{
return max(base - blend, 0.0);
}
// Difference
float blendDifference(float base, float blend)
{
return abs(base - blend);
}
float3 blendDifference(float3 base, float3 blend)
{
return abs(base - blend);
}
// Divide
float blendDivide(float base, float blend)
{
return base / max(blend, 0.0001);
}
float3 blendDivide(float3 base, float3 blend)
{
return base / max(blend, 0.0001);
}
float3 customBlend(float3 base, float3 blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float customBlend(float base, float blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float random(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
}
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
}
float3 random3(float3 p)
{
return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
}
float3 randomFloat3(float2 Seed, float maximum)
{
return (.5 + float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
) * .5) * (maximum);
}
float3 randomFloat3Range(float2 Seed, float Range)
{
return (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1) * Range;
}
float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
{
float3 rando = (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1);
float speed = 1 + wiggleSpeed;
return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
}
void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
{
float2 uv = ScreenPosition.xy * _ScreenParams.xy;
float DITHER_THRESHOLDS[16] = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}
static const float Epsilon = 1e-10;
// The weights of RGB contributions to luminance.
// Should sum to unity.
static const float3 HCYwts = float3(0.299, 0.587, 0.114);
static const float HCLgamma = 3;
static const float HCLy0 = 100;
static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
static const float3 wref = float3(1.0, 1.0, 1.0);
#define TAU 6.28318531
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R, G, B));
}
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 HSVtoRGB(in float3 HSV)
{
float3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}
float3 RGBtoHSV(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return float3(HCV.x, S, HCV.z);
}
float3 HSLtoRGB(in float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
float3 RGBtoHSL(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
{
// Optimization/adaptation of https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/GUI/ColorMutator.cs#L23 but skips weird photoshop stuff
float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
bool isSDR = maxColorComponent <= 1.0;
float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
baseLinearColor = scaleFactor * linearColorHDR;
}
float3 ApplyHDRExposure(float3 linearColor, float exposure)
{
return linearColor * pow(2, exposure);
}
// Transforms an RGB color using a matrix. Note that S and V are absolute values here
float3 ModifyViaHSV(float3 color, float h, float s, float v)
{
float3 colorHSV = RGBtoHSV(color);
colorHSV.x = frac(colorHSV.x + h);
colorHSV.y = saturate(colorHSV.y + s);
colorHSV.z = saturate(colorHSV.z + v);
return HSVtoRGB(colorHSV);
}
float3 ModifyViaHSV(float3 color, float3 HSVMod)
{
return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
}
float3 hueShift(float3 color, float hueOffset)
{
color = RGBtoHSV(color);
color.x = frac(hueOffset +color.x);
return HSVtoRGB(color);
}
// LCH
float xyzF(float t)
{
return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
}
float xyzR(float t)
{
return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
}
float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
{
float angleX = radians(x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float4x4 poiRotationMatrixFromAngles(float3 angles)
{
float angleX = radians(angles.x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(angles.y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(angles.z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float3 getCameraPosition()
{
#ifdef USING_STEREO_MATRICES
return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
#endif
return _WorldSpaceCameraPos;
}
half2 calcScreenUVs(half4 grabPos)
{
half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
#if UNITY_SINGLE_PASS_STEREO
uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
#else
uv.xy *= _ScreenParams.xy;
#endif
return uv;
}
float CalcMipLevel(float2 texture_coord)
{
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
float inverseLerp(float A, float B, float T)
{
return (T - A) / (B - A);
}
float inverseLerp2(float2 a, float2 b, float2 value)
{
float2 AB = b - a;
float2 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp3(float3 a, float3 b, float3 value)
{
float3 AB = b - a;
float3 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp4(float4 a, float4 b, float4 value)
{
float4 AB = b - a;
float4 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
/*
MIT License
Copyright (c) 2019 wraikny
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
VertexTransformShader is dependent on:
*/
float4 quaternion_conjugate(float4 v)
{
return float4(
v.x, -v.yzw
);
}
float4 quaternion_mul(float4 v1, float4 v2)
{
float4 result1 = (v1.x * v2 + v1 * v2.x);
float4 result2 = float4(
- dot(v1.yzw, v2.yzw),
cross(v1.yzw, v2.yzw)
);
return float4(result1 + result2);
}
// angle : radians
float4 get_quaternion_from_angle(float3 axis, float angle)
{
float sn = sin(angle * 0.5);
float cs = cos(angle * 0.5);
return float4(axis * sn, cs);
}
float4 quaternion_from_vector(float3 inVec)
{
return float4(0.0, inVec);
}
float degree_to_radius(float degree)
{
return (
degree / 180.0 * PI
);
}
float3 rotate_with_quaternion(float3 inVec, float3 rotation)
{
float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
float4 quaternion = normalize(MUL3(qx, qy, qz));
float4 conjugate = quaternion_conjugate(quaternion);
float4 inVecQ = quaternion_from_vector(inVec);
float3 rotated = (
MUL3(quaternion, inVecQ, conjugate)
).yzw;
return rotated;
}
float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
{
input.rgb *= (scale.xyz * scale.w);
input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
return input;
}
/*
MIT END
*/
float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
{
if (themeIndex == 0) return srcColor;
themeIndex -= 1;
if (themeIndex <= 3)
{
return poiMods.globalColorTheme[themeIndex];
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
return poiMods.globalColorTheme[themeIndex];
}
#endif
return srcColor;
}
float lilIsIn0to1(float f)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
}
float lilIsIn0to1(float f, float nv)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, nv));
}
float poiEdgeLinearNoSaturate(float value, float border)
{
return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
}
float poiEdgeLinearNoSaturate(float value, float border, float blur)
{
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeNonLinearNoSaturate(float value, float border)
{
//return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
float fwidthValue = fwidth(value);
return smoothstep(border - fwidthValue, border + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinear(float value, float border)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border));
}
float poiEdgeNonLinear(float value, float border, float blur)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
}
float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
}
float poiEdgeLinear(float value, float border)
{
return saturate(poiEdgeLinearNoSaturate(value, border));
}
float poiEdgeLinear(float value, float border, float blur)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur));
}
float poiEdgeLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
}
// From https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl
float3 OpenLitLinearToSRGB(float3 col)
{
return LinearToGammaSpace(col);
}
float3 OpenLitSRGBToLinear(float3 col)
{
return GammaToLinearSpace(col);
}
float OpenLitLuminance(float3 rgb)
{
#if defined(UNITY_COLORSPACE_GAMMA)
return dot(rgb, float3(0.22, 0.707, 0.071));
#else
return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
#endif
}
float OpenLitGray(float3 rgb)
{
return dot(rgb, float3(1.0/3.0, 1.0/3.0, 1.0/3.0));
}
void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
{
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 N = lightDirection * 0.666666;
float4 vB = N.xyzz * N.yzzx;
// L0 L2
float3 res = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
res.r += dot(unity_SHBr, vB);
res.g += dot(unity_SHBg, vB);
res.b += dot(unity_SHBb, vB);
res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
// L1
float3 l1;
l1.r = dot(unity_SHAr.rgb, N);
l1.g = dot(unity_SHAg.rgb, N);
l1.b = dot(unity_SHAb.rgb, N);
shMax = res + l1;
shMin = res - l1;
#if defined(UNITY_COLORSPACE_GAMMA)
shMax = OpenLitLinearToSRGB(shMax);
shMin = OpenLitLinearToSRGB(shMin);
#endif
#else
shMax = 0.0;
shMin = 0.0;
#endif
}
float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
{
float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
}
float3 OpenLitLightingDirectionForSH9()
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 lightDirectionForSH9 = sh9Dir + mainDir;
lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
return lightDirectionForSH9;
}
float3 OpenLitLightingDirection(float4 lightDirectionOverride)
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
return normalize(sh9DirAbs + mainDir + customDir);
}
float3 OpenLitLightingDirection()
{
float4 customDir = float4(0.001,0.002,0.001,0.0);
return OpenLitLightingDirection(customDir);
}
inline float4 CalculateFrustumCorrection()
{
float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
}
inline float CorrectedLinearEyeDepth(float z, float B)
{
return 1.0 / (z / UNITY_MATRIX_P._34 + B);
}
//Silent's code
float2 sharpSample( float4 texelSize , float2 p )
{
p = p*texelSize.zw;
float2 c = max(0.0, fwidth(p));
p = floor(p) + saturate(frac(p) / c);
p = (p - 0.5)*texelSize.xy;
return p;
}
void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
{
float valBlended = saturate(customBlend(poiMods.globalMask[index], val, blendType));
switch (index)
{
case 0: poiMods.globalMask[0] = valBlended; break;
case 1: poiMods.globalMask[1] = valBlended; break;
case 2: poiMods.globalMask[2] = valBlended; break;
case 3: poiMods.globalMask[3] = valBlended; break;
case 4: poiMods.globalMask[4] = valBlended; break;
case 5: poiMods.globalMask[5] = valBlended; break;
case 6: poiMods.globalMask[6] = valBlended; break;
case 7: poiMods.globalMask[7] = valBlended; break;
case 8: poiMods.globalMask[8] = valBlended; break;
case 9: poiMods.globalMask[9] = valBlended; break;
case 10: poiMods.globalMask[10] = valBlended; break;
case 11: poiMods.globalMask[11] = valBlended; break;
case 12: poiMods.globalMask[12] = valBlended; break;
case 13: poiMods.globalMask[13] = valBlended; break;
case 14: poiMods.globalMask[14] = valBlended; break;
case 15: poiMods.globalMask[15] = valBlended; break;
}
}
void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
{
switch (index)
{
case 0: vec[0] = value; break;
case 1: vec[1] = value; break;
case 2: vec[2] = value; break;
case 3: vec[3] = value; break;
}
}
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
// Convenient mechanism to read from the AudioLink texture that handles reading off the end of one line and onto the next above it.
float4 AudioLinkDataMultiline(uint2 xycoord) { return AudioLinkData(uint2(xycoord.x % AUDIOLINK_WIDTH, xycoord.y + xycoord.x/AUDIOLINK_WIDTH)); }
// Mechanism to sample between two adjacent pixels and lerp between them, like "linear" supesampling
float4 AudioLinkLerp(float2 xy) { return lerp( AudioLinkData(xy), AudioLinkData(xy+int2(1,0)), frac( xy.x ) ); }
// Same as AudioLinkLerp but properly handles multiline reading.
float4 AudioLinkLerpMultiline(float2 xy) { return lerp(AudioLinkDataMultiline(xy), AudioLinkDataMultiline(xy+float2(1,0)), frac(xy.x)); }
//Tests to see if Audio Link texture is available
bool AudioLinkIsAvailable()
{
#if !defined(AUDIOLINK_STANDARD_INDEXING)
int width, height;
_AudioTexture.GetDimensions(width, height);
return width > 16;
#else
return _AudioTexture_TexelSize.z > 16;
#endif
}
//Get version of audiolink present in the world, 0 if no audiolink is present
float AudioLinkGetVersion()
{
int2 dims;
#if !defined(AUDIOLINK_STANDARD_INDEXING)
_AudioTexture.GetDimensions(dims.x, dims.y);
#else
dims = _AudioTexture_TexelSize.zw;
#endif
if (dims.x >= 128)
return AudioLinkData(ALPASS_GENERALVU).x;
else if (dims.x > 16)
return 1;
else
return 0;
}
// This pulls data from this texture.
#define AudioLinkGetSelfPixelData(xy) _SelfTexture2D[xy]
// Extra utility functions for time.
uint AudioLinkDecodeDataAsUInt(uint2 indexloc)
{
uint4 rpx = AudioLinkData(indexloc);
return rpx.r + rpx.g*1024 + rpx.b * 1048576 + rpx.a * 1073741824;
}
//Note: This will truncate time to every 134,217.728 seconds (~1.5 days of an instance being up) to prevent floating point aliasing.
// if your code will alias sooner, you will need to use a different function. It should be safe to use this on all times.
float AudioLinkDecodeDataAsSeconds(uint2 indexloc)
{
uint time = AudioLinkDecodeDataAsUInt(indexloc) & 0x7ffffff;
//Can't just divide by float. Bug in Unity's HLSL compiler.
return float(time / 1000) + float( time % 1000 ) / 1000.;
}
#define ALDecodeDataAsSeconds( x ) AudioLinkDecodeDataAsSeconds( x )
#define ALDecodeDataAsUInt( x ) AudioLinkDecodeDataAsUInt( x )
float AudioLinkRemap(float t, float a, float b, float u, float v) { return ((t-a) / (b-a)) * (v-u) + u; }
float3 AudioLinkHSVtoRGB(float3 HSV)
{
float3 RGB = 0;
float C = HSV.z * HSV.y;
float H = HSV.x * 6;
float X = C * (1 - abs(fmod(H, 2) - 1));
if (HSV.y != 0)
{
float I = floor(H);
if (I == 0) { RGB = float3(C, X, 0); }
else if (I == 1) { RGB = float3(X, C, 0); }
else if (I == 2) { RGB = float3(0, C, X); }
else if (I == 3) { RGB = float3(0, X, C); }
else if (I == 4) { RGB = float3(X, 0, C); }
else { RGB = float3(C, 0, X); }
}
float M = HSV.z - C;
return RGB + M;
}
float3 AudioLinkCCtoRGB(float bin, float intensity, int rootNote)
{
float note = bin / AUDIOLINK_EXPBINS;
float hue = 0.0;
note *= 12.0;
note = glsl_mod(4. - note + rootNote, 12.0);
{
if(note < 4.0)
{
//Needs to be YELLOW->RED
hue = (note) / 24.0;
}
else if(note < 8.0)
{
// [4] [8]
//Needs to be RED->BLUE
hue = (note-2.0) / 12.0;
}
else
{
// [8] [12]
//Needs to be BLUE->YELLOW
hue = (note - 4.0) / 8.0;
}
}
float val = intensity - 0.1;
return AudioLinkHSVtoRGB(float3(fmod(hue, 1.0), 1.0, clamp(val, 0.0, 1.0)));
}
// Sample the amplitude of a given frequency in the DFT, supports frequencies in [13.75; 14080].
float4 AudioLinkGetAmplitudeAtFrequency(float hertz)
{
float note = AUDIOLINK_EXPBINS * log2(hertz / AUDIOLINK_BOTTOM_FREQUENCY);
return AudioLinkLerpMultiline(ALPASS_DFT + float2(note, 0));
}
// Sample the amplitude of a given semitone in an octave. Octave is in [0; 9] while note is [0; 11].
float AudioLinkGetAmplitudeAtNote(float octave, float note)
{
float quarter = note * 2.0;
return AudioLinkLerpMultiline(ALPASS_DFT + float2(octave * AUDIOLINK_EXPBINS + quarter, 0));
}
// Get a reasonable drop-in replacement time value for _Time.y with the
// given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTime(uint index, uint band)
{
return (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(index, band))) / 100000.0;
}
// Get a chronotensity value in the interval [0; 1], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeNormalized(uint index, uint band, float speed)
{
return frac(AudioLinkGetChronoTime(index, band) * speed);
}
// Get a chronotensity value in the interval [0; interval], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeInterval(uint index, uint band, float speed, float interval)
{
return AudioLinkGetChronoTimeNormalized(index, band, speed) * interval;
}
float getBandAtTime(float band, float time, float size = 1.0f)
{
//return remap(UNITY_SAMPLE_TEX2D(_AudioTexture, float2(time * width, band/128.0)).r, min(size,.9999), 1);
return remapClamped(min(size,.9999), 1, AudioLinkData(ALPASS_AUDIOBASS + uint2(time * AUDIOLINK_WIDTH,band)).r);
}
fixed3 maximize(fixed3 c) {
if (c.x == 0 && c.y == 0 && c.z == 0)
return fixed3(1.0, 1.0, 1.0);
else
return c / max(c.r, max(c.g, c.b));
}
bool LumaIsAvailable()
{
return LumaData(0.629, 0.511).r > 0.9;
}
float3 getLumaGradient(uint index, float offset) {
return LumaData(0.57 + (index * 0.11) + lerp(0, 0.107, offset), 0.493);
}
void initPoiAudioLink(inout PoiMods poiMods)
{
if (!_AudioLinkAnimToggle) return;
if (AudioLinkIsAvailable())
{
poiMods.audioLinkAvailable = true;
poiMods.audioLinkVersion = AudioLinkGetVersion();
poiMods.audioLink.x = AudioLinkData(ALPASS_AUDIOBASS).r;
poiMods.audioLink.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
poiMods.audioLink.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
poiMods.audioLink.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
/*
poiMods.globalColorTheme[4] = AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) );
poiMods.globalColorTheme[5] = AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) );
poiMods.globalColorTheme[6] = AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) );
poiMods.globalColorTheme[7] = AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) );
poiMods.globalColorTheme[4] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) )),1.0);
poiMods.globalColorTheme[5] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) )),1.0);
poiMods.globalColorTheme[6] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) )),1.0);
poiMods.globalColorTheme[7] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) )),1.0);
*/
poiMods.globalColorTheme[4] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(2, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[5] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(3, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[6] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(4, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[7] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(5, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[8] = AudioLinkData(ALPASS_THEME_COLOR0);
poiMods.globalColorTheme[9] = AudioLinkData(ALPASS_THEME_COLOR1);
poiMods.globalColorTheme[10] = AudioLinkData(ALPASS_THEME_COLOR2);
poiMods.globalColorTheme[11] = AudioLinkData(ALPASS_THEME_COLOR3);
return;
}
if (LumaIsAvailable())
{
// Gradients:
// 0.570 - 0.677, 0.493
// 0.680 - 0.788, 0.493
// 0.791 - 0.898, 0.493
float4 audioPixel = LumaData(0.578, 0.515);
float audioLows = audioPixel.r;
float audioHighs = audioPixel.g;
float4 zone1 = LumaData(0.856, 0.522);
float4 zone2 = LumaData(0.856, 0.507);
float4 zone3 = LumaData(0.864, 0.522);
float4 zone4 = LumaData(0.864, 0.507);
// float4 lumaEnabledPixel = LumaData(0.629, 0.511);
// float fakeLight = (lumaEnabledPixel.g > 0) ? 1 : (1 - lumaEnabledPixel.r);
poiMods.audioLinkAvailable = true;
poiMods.audioLinkViaLuma = true;
poiMods.audioLink.xy = audioLows;
poiMods.audioLink.zw = audioHighs;
poiMods.globalColorTheme[8] = zone1;
poiMods.globalColorTheme[9] = zone2;
poiMods.globalColorTheme[10] = zone3;
poiMods.globalColorTheme[11] = zone4;
}
}
void DebugVisualizer(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods){
if (_DebugWaveform){
float waveform = AudioLinkLerpMultiline(ALPASS_WAVEFORM + float2( 500. * poiMesh.uv[0].x, 0)).r;
poiFragData.emission += clamp(1 - 50 * abs(waveform - poiMesh.uv[0].y * 2. + 1), 0, 1);
}
if (_DebugDFT){
poiFragData.emission += AudioLinkLerpMultiline(ALPASS_DFT + uint2(poiMesh.uv[0].x * AUDIOLINK_ETOTALBINS, 0)).rrr;
}
if (_DebugBass){
poiFragData.emission += poiMods.audioLink.x;
}
if (_DebugLowMids){
poiFragData.emission += poiMods.audioLink.y;
}
if (_DebugHighMids){
poiFragData.emission += poiMods.audioLink.z;
}
if (_DebugTreble){
poiFragData.emission += poiMods.audioLink.w;
}
if (_DebugCCColors){
poiFragData.emission += AudioLinkData(ALPASS_CCCOLORS + uint2(3 + 1, 0));
}
if (_DebugCCStrip){
poiFragData.emission += AudioLinkLerp(ALPASS_CCSTRIP + float2(poiMesh.uv[0].x * AUDIOLINK_WIDTH, 0));
}
if (_DebugCCLights){
poiFragData.emission += AudioLinkData(ALPASS_CCLIGHTS + uint2(uint(poiMesh.uv[0].x * 8) + uint(poiMesh.uv[0].y * 16) * 8, 0));
}
if (_DebugAutocorrelator){
poiFragData.emission += saturate(AudioLinkLerp(ALPASS_AUTOCORRELATOR + float2((abs(1. - poiMesh.uv[0].x * 2.)) * AUDIOLINK_WIDTH, 0)).rrr);
}
if (_DebugChronotensity){
poiFragData.emission += (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(1, 0)) % 1000000) / 1000000.0;
}
}
void SetupAudioLink(inout PoiFragData poiFragData, inout PoiMods poiMods, in PoiMesh poiMesh){
initPoiAudioLink(poiMods);
DebugVisualizer(poiFragData, poiMesh, poiMods);
if(_AudioLinkCCStripY)
{
poiFragData.emission += AudioLinkLerp( ALPASS_CCSTRIP + float2( poiMesh.uv[0].y * AUDIOLINK_WIDTH, 0 ) ).rgb * .5;
}
}
#endif
//endex
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE)
void applyDepthBulgeFX(inout VertexOut o)
{
float4 pos = UnityObjectToClipPos(o.localPos);
float4 grabPos = ComputeGrabScreenPos(pos);
float depth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(grabPos.xy / grabPos.w, 0, 0));
#if defined(PROP_DEPTHBULGEMASK) || !defined(OPTIMIZER_ENABLED)
float depthBulgeMask = tex2Dlod(_DepthBulgeMask, float4(poiUV(vertexUV(o, _DepthBulgeMaskUV), _DepthBulgeMask_ST), 0, 0))[_DepthBulgeMaskChannel];
#else
float depthBulgeMask = 1.0;
#endif
depth = Linear01Depth(depth);
float intersect = 0;
if (depth != 1)
{
float diff = distance(depth, Linear01Depth(pos.z / pos.w));
if (diff > 0)
{
intersect = 1 - smoothstep(0, _ProjectionParams.w * _DepthBulgeFadeLength, diff);
}
}
float4 offset = intersect * _DepthBulgeHeight * float4(o.normal, 0);
offset = IsInMirror() ? 0 : offset;
offset *= depthBulgeMask;
o.worldPos.xyz += offset.xyz;
o.localPos.xyz += mul(unity_WorldToObject, float4(offset.xyz, 0)).xyz;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
//https://forum.unity.com/threads/point-light-in-v-f-shader.499717/ UGA BUGA, Unity Forums pogggggggg
float LightRange(int i) {
return (0.005 * sqrt(1000000.0 - unity_4LightAtten0[i])) / sqrt(unity_4LightAtten0[i]);
}
float4 GetLightPositionInObjectSpace(int i) {
return mul(unity_WorldToObject, float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1));
}
uint4 f32touint8(float4 input)
{
input.r = LinearToGammaSpaceExact(input.r);
input.g = LinearToGammaSpaceExact(input.g);
input.b = LinearToGammaSpaceExact(input.b);
return round(input * 255);
}
float decodeFloatFromARGB8(float4 rgba)
{
uint4 u = f32touint8(rgba);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
float decodeFloatFromARGB8File(float4 rgba)
{
uint4 u = round(rgba * 255);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SampleGrabpass(tex,uv) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(uv.xy, 0), 0)
#elif UNITY_SINGLE_PASS_STEREO
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.x * 0.5, uv.y,0,0))
#else
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.xy,0,0))
#endif
#define IsLightOrificeType(range,type) (abs(range - type) < 0.001)
#define IsLightAnyOrificeType(range) ((IsLightOrificeType(range,ID_RING)) || (IsLightOrificeType(range,ID_HOLE)))
#define VectorLengthIntoDirection(v,d) dot(v,d)
float FindTPSSystem(inout float3 orificePosition, inout float3 orificeNormal, inout float penetratorType, float penetratorLength) {
//find lights
float lightRanges[4];
float3 lightPositions[4];
float3 lightPositionsWorld[4];
[loop] for (int f = 0; f < 4; f++) {
lightPositions[f] = GetLightPositionInObjectSpace(f);
lightPositionsWorld[f] = length(mul(unity_ObjectToWorld, float4(lightPositions[f], 1)));
lightRanges[f] = LightRange(f);
}
//orifice hole + type
float closestOrfDist = 100000000;
[loop]for (int i = 0; i < 4; i++) {
if (abs(lightRanges[i] - ID_RING) < 0.001 || abs(lightRanges[i] - ID_HOLE) < 0.001) {
//Ceck if orifice light is in forward direction
if (dot(_TPS_PenetratorForward, lightPositions[i]) > 0) {
//Check if normal exisits
float3 foundNormal = -_TPS_PenetratorForward;
bool hasNormal = false;
[loop] for (int n = 0; n < 4; n++) {
//orifice normal
if (IsLightOrificeType(lightRanges[n], ID_NORM) && distance(lightPositionsWorld[n] , lightPositionsWorld[i]) < 0.05f) {
foundNormal = normalize(lightPositions[n] - lightPositions[i]);
hasNormal = true;
}
}
//if normal right direction and is cloest orifice
if (dot(foundNormal, _TPS_PenetratorForward) < 0 && length(lightPositions[i]) < closestOrfDist) {
closestOrfDist = length(lightPositions[i]);
orificePosition = lightPositions[i];
penetratorType = abs(lightRanges[i] - ID_HOLE) < 0.001 ? PENETRATORTYPE_HOLE : PENETRATORTYPE_RING;
orificeNormal = (float3)0 * (1 - hasNormal) + foundNormal * hasNormal;
}
}
}
}
//Guess normal of normal not existing
if (length(orificeNormal) == 0) {
orificeNormal = lerp(normalize(-orificePosition), -_TPS_PenetratorForward, max(dot(normalize(orificePosition), _TPS_PenetratorForward), 0.5));
}
#ifdef TPS_IsSkinnedMesh
return (closestOrfDist) < ((_TPS_SmoothStart+1) * penetratorLength);
#else
return (closestOrfDist) < (min(_TPS_SmoothStart+1,1.5) * penetratorLength);
#endif
}
//https://vicrucann.github.io/tutorials/bezier-shader/
float3 toBezier(float t, float3 P0, float3 P1, float3 P2, float3 P3)
{
float t2 = t * t;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
}
void ApplyTPSPenetrator(inout float4 vertex, inout float3 normal, inout float4 vertexColor, uint vertexId, float2 uv) {
float orificeType = (float3)0;
float3 orificePosition = (float3)0;
float3 orificeNormal = (float3)0;
// SMR Scale. Might be something to look into in the future, although fucked normals or different scaling into axis would mess with this
// scale = length(normal);
// Adjust pen length for scaled non skinned renderers
float penetratorLength = _TPS_PenetratorLength;
#ifndef TPS_IsSkinnedMesh
/*float3 scale = float3(
length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis
length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), // scale y axis
length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)) // scale z axis
);*/
// Mesh Renderers arent getting skinned => verticies are still in object space => _TPS_PenetratorLength needs to be scaled to object space
penetratorLength = _TPS_PenetratorLength / abs(VectorLengthIntoDirection(_TPS_PenetratorScale, _TPS_PenetratorForward));
#endif
//Idle shrinkage
float2 shrinkage = float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength);
//Idle Position
//Fix idle gravity
float3 targetPosition = _TPS_PenetratorForward * penetratorLength;
float3 targetNormal = -_TPS_PenetratorForward;
//Default values
float tpsSmoothStart = 0;
float tpsSmoothStart2 = 0;
float bezierSmoothness = _TPS_BezierSmoothness * penetratorLength;
float penetrationDepth = 0;
//Find tps system, calculate values
[branch] if (FindTPSSystem(orificePosition, orificeNormal, orificeType, penetratorLength) )
{
#ifdef TPS_IsSkinnedMesh
float smoothStartStart = _TPS_SmoothStart;
#else
float smoothStartStart = min(_TPS_SmoothStart,0.5);
#endif
tpsSmoothStart = saturate((penetratorLength * (1+smoothStartStart) - length(orificePosition)) / (penetratorLength * smoothStartStart));
tpsSmoothStart2 = saturate((penetratorLength - length(orificePosition)) / penetratorLength * 10);
float3 orifceTargetPos = normalize(orificePosition) * min(penetratorLength,length(orificePosition));
targetPosition = lerp(targetPosition, orifceTargetPos, tpsSmoothStart);
targetNormal = lerp(targetNormal, orificeNormal, tpsSmoothStart);
penetrationDepth = 1 - saturate(length(orificePosition) / penetratorLength);
//smoothness goes to 0 when close to oriface to prevent weird batching
bezierSmoothness = lerp(bezierSmoothness, 0, penetrationDepth);
shrinkage = lerp(float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength), float2(1, 1), saturate(tpsSmoothStart * 2));
}
//Vertex for skinned penetrators is read from texture
float3 penetratorVertex = vertex;
float3 penetratorNormal = normal;
#ifdef TPS_IsSkinnedMesh
//_TPS_BakedMesh =
int uvY = (vertexId * 6) / 8190.0;
int baseX = (vertexId * 6) % 8190;
penetratorVertex.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 0, uvY, 0)));
penetratorVertex.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 1, uvY, 0)));
penetratorVertex.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 2, uvY, 0)));
penetratorNormal.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 3, uvY, 0)));
penetratorNormal.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 4, uvY, 0)));
penetratorNormal.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 5, uvY, 0)));
penetratorVertex = penetratorVertex * _TPS_PenetratorScale;
#endif
float penZ = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorForward);
vertexColor.a = penZ / penetratorLength;
float3 bezier0 = _TPS_PenetratorForward * _TPS_BezierStart;
float3 bezier0Out = bezier0 + _TPS_PenetratorForward * bezierSmoothness;
float3 bezier1 = targetPosition;
float3 bezier1In = bezier1 + targetNormal * bezierSmoothness;
float bezierStrengthUncapped = ((penZ - _TPS_BezierStart) / distance(bezier0, bezier1));
float bezierStrength = saturate(bezierStrengthUncapped);
//Bezier curve, calculate two points, calculate forward, right, up vectors
float3 bezierPoint = toBezier(bezierStrength, bezier0, bezier0Out, bezier1In, bezier1);
float3 bezierPoint2 = toBezier(bezierStrength + 0.01f, bezier0, bezier0Out, bezier1In, bezier1);
if (orificeType == PENETRATORTYPE_RING && bezierStrength == 1 && tpsSmoothStart == 1) {
bezierPoint = orificePosition + (penZ - _TPS_BezierStart - length(orificePosition.xyz)) * -orificeNormal;
bezierPoint2 = bezierPoint - orificeNormal;
}
float3 penDirectionRight = normalize(cross(_TPS_PenetratorUp, normalize(bezier1 - bezier0)));
float3 penDirectionUp = normalize(cross(normalize(bezier1 - bezier0), penDirectionRight));
float3 bezierForward = normalize(bezierPoint2 - bezierPoint);
float3 bezierRight = normalize(cross(penDirectionUp, bezierForward));
float3 bezierUp = normalize(cross(bezierForward, bezierRight));
//Mask for skinned mesh renderer
#ifdef TPS_IsSkinnedMesh
if(length(penetratorNormal) == 0){
bezierStrength = 0;
vertexColor.a = 0;
}
#else
float4 mask = tex2Dlod(_TPS_BakedMesh, float4(uv.xy, 0, 0));
bezierStrength *= mask.r;
vertexColor.a *= mask.r;
#endif
if(_TPS_AnimatedToggle == 0){
bezierStrength = 0;
}
//calculate new position and normal
if (bezierStrength > 0) {
//pumping
float sizeChange = 1;
if (_TPS_PumpingStrength > 0) {
sizeChange *= lerp(1 - _TPS_PumpingStrength * tpsSmoothStart2, 1 + _TPS_PumpingStrength * tpsSmoothStart2, abs(sin(_Time.y * -_TPS_PumpingSpeed + bezierStrengthUncapped / _TPS_PumpingWidth)));
}
//buldging + squeezing
float buldgeLerp = 0;
if (bezierStrength < 1 - _TPS_BuldgeFalloffDistance)
buldgeLerp = saturate((bezierStrength - 1 + _TPS_BuldgeDistance + _TPS_BuldgeFalloffDistance) / _TPS_BuldgeDistance);
else
buldgeLerp = saturate((-bezierStrength + 1) / _TPS_BuldgeFalloffDistance);
//Squeezing while outside oriface makes penetrator looks weirly streched
float squeeze = lerp(0, _TPS_Squeeze, saturate(penetrationDepth * 20));
sizeChange *= lerp(1, 1 - squeeze, saturate(1 - abs(bezierStrengthUncapped - 1) / _TPS_SqueezeDistance) * tpsSmoothStart);
sizeChange *= lerp(1, 1 + _TPS_Buldge, buldgeLerp * tpsSmoothStart2);
//Calc idle shrinkage
shrinkage = lerp(1, shrinkage, saturate((penZ - _TPS_BezierStart) * 20));
//Apply vertex + normal
float x = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorRight);
float y = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorUp);
float3 normalX = VectorLengthIntoDirection(normal, _TPS_PenetratorRight);
float3 normalY = VectorLengthIntoDirection(normal, _TPS_PenetratorUp);
float3 normalZ = VectorLengthIntoDirection(normal, _TPS_PenetratorForward);
//TODO This is technically not correct for skinned meshes. Might want to revisit idle stuff in the future
float3 vertexZ = _TPS_PenetratorForward * VectorLengthIntoDirection(vertex, _TPS_PenetratorForward);
float3 vertexXY = vertex.xyz - vertexZ;
vertex.xyz = shrinkage.y * vertexZ + shrinkage.x * vertexXY;
vertex.xyz = lerp(vertex.xyz, bezierPoint + x * bezierRight * sizeChange + y * bezierUp * sizeChange, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
normal.xyz = lerp(normal.xyz, normalX * bezierRight + normalY * bezierUp + normalZ * bezierForward, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
}
}
float TPSBufferedDepth(float3 vertex, float4 vertexColor) {
return saturate((vertexColor.a - (1 - _TPS_BufferedDepth)) * 10) * _TPS_BufferedStrength;
}
#endif
//endex
VertexOut vert(
#ifndef POI_TESSELLATED
appdata v
#else
tessAppData v
#endif
)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOut o;
PoiInitStruct(VertexOut, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#ifdef POI_TESSELLATED
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
#endif
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
UNITY_BRANCH
if(_UDIMDiscardMode == 0) // Discard Vertices instead of just pixels
{
// Branchless (inspired by s-ilent)
float2 udim = 0;
// Select UV
udim += (v.uv0.xy * (_UDIMDiscardUV == 0));
udim += (v.uv1.xy * (_UDIMDiscardUV == 1));
udim += (v.uv2.xy * (_UDIMDiscardUV == 2));
udim += (v.uv3.xy * (_UDIMDiscardUV == 3));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscarded) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 audioLinkBands = 0;
float3 ALrotation = 0;
float3 ALLocalTranslation = 0;
float3 CTALRotation = 0;
float3 ALScale = 0;
float3 ALWorldTranslation = 0;
float ALHeight = 0;
float ALRoundingAmount = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexAudioLinkEnabled)
{
audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
if (any(_VertexLocalTranslationALMin) || any(_VertexLocalTranslationALMax))
{
ALLocalTranslation = lerp(_VertexLocalTranslationALMin, _VertexLocalTranslationALMax, audioLinkBands[_VertexLocalTranslationALBand]);
}
if (any(_VertexLocalRotationAL))
{
ALrotation = audioLinkBands[_VertexLocalRotationALBand] * _VertexLocalRotationAL;
}
if (any(_VertexLocalRotationCTALSpeed))
{
CTALRotation.x = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeX, _VertexLocalRotationCTALBandX) * _VertexLocalRotationCTALSpeed.x * 360;
CTALRotation.y = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeY, _VertexLocalRotationCTALBandY) * _VertexLocalRotationCTALSpeed.y * 360;
CTALRotation.z = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeZ, _VertexLocalRotationCTALBandZ) * _VertexLocalRotationCTALSpeed.z * 360;
}
if (any(_VertexLocalScaleALMin) || any(_VertexLocalScaleALMax))
{
ALScale = lerp(_VertexLocalScaleALMin.xyz + _VertexLocalScaleALMin.w, _VertexLocalScaleALMax.xyz + _VertexLocalScaleALMax.w, audioLinkBands[_VertexLocalScaleALBand]);
}
if (any(_VertexWorldTranslationALMin) || any(_VertexWorldTranslationALMax))
{
ALWorldTranslation = lerp(_VertexWorldTranslationALMin, _VertexWorldTranslationALMax, audioLinkBands[_VertexWorldTranslationALBand]);
}
if (any(_VertexManipulationHeightAL))
{
ALHeight = lerp(_VertexManipulationHeightAL.x, _VertexManipulationHeightAL.y, audioLinkBands[_VertexManipulationHeightBand]);
}
if (any(_VertexRoundingRangeAL))
{
ALRoundingAmount = lerp(_VertexRoundingRangeAL.x, _VertexRoundingRangeAL.y, audioLinkBands[_VertexRoundingRangeBand]);
}
}
#endif
// Local Transformation
float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + _VertexManipulationLocalRotationSpeed * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0), rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
o.normal = UnityObjectToWorldNormal(v.normal);
#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, _VertexManipulationHeightMaskUV), _VertexManipulationHeightMask_ST) + _VertexManipulationHeightMaskPan * _Time.x, 0, 0))[_VertexManipulationHeightMaskChannel] - _VertexManipulationHeightBias) * (_VertexManipulationHeight + ALHeight) * o.normal;
#else
float3 heightOffset = (_VertexManipulationHeight + ALHeight) * o.normal;
#endif
if (_VertexBarrelMode)
{
v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * _VertexBarrelWidth + v.vertex.xz * _VertexBarrelHeight, _VertexBarrelAlpha);
}
v.vertex.xyz += mul(unity_WorldToObject, _VertexManipulationWorldTranslation.xyz + ALWorldTranslation + heightOffset).xyz;
// rounding
UNITY_BRANCH
if (_VertexRoundingEnabled)
{
float divisionAmount = max(_VertexRoundingDivision + ALRoundingAmount, 0.0000001);
float3 vertexPos = v.vertex.xyz;
if (_VertexRoundingSpace == 0)
{
vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
}
float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
v.vertex.xyz = worldRoundPosition;
if (_VertexRoundingSpace == 0)
{
v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
}
}
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
UNITY_BRANCH
if(_UVTileDissolveEnabled && _UVTileDissolveDiscardAtMax)
{
// Branchless (inspired by s-ilent)
float2 dissolveUdim = 0;
// Select UV
dissolveUdim += (v.uv0.xy * (_UVTileDissolveUV == 0));
dissolveUdim += (v.uv1.xy * (_UVTileDissolveUV == 1));
dissolveUdim += (v.uv2.xy * (_UVTileDissolveUV == 2));
dissolveUdim += (v.uv3.xy * (_UVTileDissolveUV == 3));
float isDiscardedFromDissolve = 0;
float4 xMaskDissolve = float4( (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0==1, _UVTileDissolveAlpha_Row0_1==1, _UVTileDissolveAlpha_Row0_2==1, _UVTileDissolveAlpha_Row0_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0==1, _UVTileDissolveAlpha_Row1_1==1, _UVTileDissolveAlpha_Row1_2==1, _UVTileDissolveAlpha_Row1_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0==1, _UVTileDissolveAlpha_Row2_1==1, _UVTileDissolveAlpha_Row2_2==1, _UVTileDissolveAlpha_Row2_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0==1, _UVTileDissolveAlpha_Row3_1==1, _UVTileDissolveAlpha_Row3_2==1, _UVTileDissolveAlpha_Row3_3==1), xMaskDissolve);
isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscardedFromDissolve) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float notVisible = 0;
if (_VisibilityMode == 1) // VRC
{
float mirrorMode = VRCMirrorMode();
float cameraMode = VRCCameraMode();
notVisible += (!_VisibilityVRCRegular && ((mirrorMode == 0) && (cameraMode == 0)));
notVisible += (!_VisibilityVRCMirrorVR && (mirrorMode == 1));
notVisible += (!_VisibilityVRCMirrorDesktop && (mirrorMode == 2));
notVisible += (!_VisibilityVRCCameraVR && (cameraMode == 1));
notVisible += (!_VisibilityVRCCameraDesktop && (cameraMode == 2));
notVisible += (!_VisibilityVRCCameraScreenshot && (cameraMode == 3));
}
else if (_Mirror != 0) // Generic (CVR, etc)
{
notVisible += (_Mirror == 1) ^ IsInMirror();
}
if(notVisible) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
ApplyTPSPenetrator(v.vertex, v.normal, v.color, v.vertexId, v.uv0);
#endif
//endex
o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
o.objNormal = v.normal;
o.normal = UnityObjectToWorldNormal(v.normal);
o.tangent = UnityObjectToWorldDir(v.tangent);
o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
o.vertexColor = v.color;
o.uv[0] = v.uv0;
o.uv[1] = v.uv1;
o.uv[2] = v.uv2;
o.uv[3] = v.uv3;
#if defined(LIGHTMAP_ON)
o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.localPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
float3 localOffset = float3(0, 0, 0);
float3 worldOffset = float3(0, 0, 0);
//ifex _VertexGlitchingEnabled==0
#if defined(POI_VERTEX_GLITCHING)
bool canGlitch = true;
if (_VertexGlitchMirrorEnable && _VertexGlitchMirror > 0)
{
bool inMirror = IsInMirror();
if (_VertexGlitchMirror == 1 && !inMirror) canGlitch = false;
if (_VertexGlitchMirror == 2 && inMirror) canGlitch = false;
}
if (canGlitch)
{
float3 forward = getCameraPosition() - mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
forward.y = 0;
forward = normalize(forward);
float3 glitchDirection = normalize(cross(float3(0, 1, 0), forward));
float glitchAmount = 0;
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
// if(_VertexGlitchingUseTexture)
// {
float uvl = o.worldPos.y * _VertexGlitchDensity + _Time.x * _VertexGlitchMapPanSpeed;
float uvr = o.worldPos.y * _VertexGlitchDensity - _Time.x * _VertexGlitchMapPanSpeed;
float3 glitchTextureL = 1;
float3 glitchTextureR = 1;
#if defined(POI_VERTEX_GLITCHING_TEXTURE) || !defined(OPTIMIZER_ENABLED)
glitchTextureL = tex2Dlod(_VertexGlitchMap, float4(uvl, uvl, 0, 0)).rgb;
glitchTextureR = tex2Dlod(_VertexGlitchMap, float4(uvr, uvr, 0, 0)).rgb;
#endif
glitchAmount += (glitchTextureL.r - 0.5) * 2;
glitchAmount += - (glitchTextureR.r - 0.5) * 2;
glitchAmount += (glitchTextureL.g - 0.5) * 2;
glitchAmount += - (glitchTextureR.b - 0.5) * 2;
// } else {
#else
glitchAmount += frac(sin(dot(_Time.xy + o.worldPos.y, float2(12.9898, 78.233))) * 43758.5453123) * 2 - 1;
// }
#endif
float time = _Time.y * _VertexGlitchFrequency;
float randomGlitch = (sin(time) + sin(2.2 * time + 5.52) + sin(2.9 * time + 0.93) + sin(4.6 * time + 8.94)) / 4;
float3 glitchOffset = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexGlitchingAudioLinkEnabled)
{
// float4 audioLinkData = AudioLinkData(ALPASS_AUDIOBASS);
float audioIntensity =
AudioLinkData(ALPASS_AUDIOBASS).r * (_VertexGlitchingAudioLinkBand == 0) +
AudioLinkData(ALPASS_AUDIOLOWMIDS).r * (_VertexGlitchingAudioLinkBand == 1) +
AudioLinkData(ALPASS_AUDIOHIGHMIDS).r * (_VertexGlitchingAudioLinkBand == 2) +
AudioLinkData(ALPASS_AUDIOTREBLE).r * (_VertexGlitchingAudioLinkBand == 3) +
AudioLinkData(ALPASS_FILTEREDVU_INTENSITY).r * (_VertexGlitchingAudioLinkBand == 4);
if(_VertexGlitchingAudiolinkOverride)
{
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
// glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
}
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
}
#else
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
#endif
localOffset += glitchOffset;
worldOffset += mul(unity_ObjectToWorld, glitchOffset);
}
#endif
//endex
#ifdef POI_PASS_OUTLINE
float outlineMask = tex2Dlod(_OutlineMask, float4(poiUV(vertexUV(v, _OutlineMaskUV), _OutlineMask_ST) + _Time.x * _OutlineMaskPan, 0, 0))[_OutlineMaskChannel];
//UNITY_BRANCH
if (_OutlineVertexColorMask > 0)
{
outlineMask *= lerp(1, v.color[_OutlineVertexColorMask - 1], _OutlineVertexColorMaskStrength);
}
float3 outlineNormal = _OutlineSpace ? o.normal : v.normal;
//UNITY_BRANCH
if (_OutlineUseVertexColorNormals)
{
float3 outlineTangent;
float3 outlineBinormal;
if (_OutlineSpace) // 0 Local, 1 World
{
outlineTangent = o.tangent;
outlineBinormal = o.binormal;
}
else
{
outlineTangent = v.tangent.xyz;
outlineBinormal = normalize(cross(outlineNormal, outlineTangent)) * (v.tangent.w * length(outlineNormal));
}
float3 outlineVectorTS = v.color.rgb * 2.0 - 1.0;
outlineNormal = outlineVectorTS.x * outlineTangent + outlineVectorTS.y * outlineBinormal + outlineVectorTS.z * outlineNormal;
}
half offsetMultiplier = 1;
half distanceOffset = 1;
//UNITY_BRANCH
if (_OutlineFixedSize)
{
distanceOffset *= min(distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, o.localPos).xyz), _OutlinesMaxDistance);
}
float lineWidth = _LineWidth;
#ifdef POI_AUDIOLINK
// Due to PoiMods.audioLink being frag only I'll just
// recreate what it does here for this vertex function
//UNITY_BRANCH
if (_AudioLinkAnimToggle)
{
if (LumaIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, LumaData(0.578, 0.515)[_AudioLinkOutlineSizeBand / 2]);
}
else if (AudioLinkIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, AudioLinkData(uint2(0, _AudioLinkOutlineSizeBand)));
}
}
#endif
float3 offset = outlineNormal * (lineWidth * _EnableOutlines / 100) * outlineMask * distanceOffset;
//UNITY_BRANCH
if (_OutlineExpansionMode == 2)
{
float3 lightDirection = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
offsetMultiplier = saturate(dot(lightDirection, outlineNormal));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, outlineNormal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
offset *= distanceOffset;
}
if (_OutlineSpace == 0)
{
localOffset += offset;
worldOffset += mul(unity_ObjectToWorld, offset);
}
else
{
localOffset += mul(unity_WorldToObject, offset);
worldOffset += offset;
}
#endif
o.localPos.rgb += localOffset;
o.worldPos.rgb += worldOffset;
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE) && (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
applyDepthBulgeFX(o);
#endif
//endex
o.pos = UnityObjectToClipPos(o.localPos);
#ifdef POI_PASS_OUTLINE
#if defined(UNITY_REVERSED_Z)
//DX
o.pos.z += _Offset_Z * - 0.01;
#else
//OpenGL
o.pos.z += _Offset_Z * 0.01;
#endif
#endif
o.grabPos = ComputeGrabScreenPos(o.pos);
#ifndef FORWARD_META_PASS
#if !defined(UNITY_PASS_SHADOWCASTER)
UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
#else
v.vertex.xyz = o.localPos.xyz;
TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
#endif
#endif
UNITY_TRANSFER_FOG(o, o.pos);
if (_RenderingReduceClipDistance)
{
if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
{
o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
}
}
#ifdef POI_PASS_META
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
#endif
#if defined(GRAIN)
float4 worldDirection;
worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
o.worldDirection = worldDirection;
#endif
return o;
}
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#if defined(_STOCHASTICMODE_HEXTILE)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#ifndef POI2D_SAMPLER_STOCHASTIC
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
#endif
#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#endif
#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_SAMPLER_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_SAMPLER_PAN_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_PAN_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// Deliot, Heitz 2019 - Fast, but non-histogram-preserving (ends up looking a bit blurry and lower contrast)
// https://eheitzresearch.wordpress.com/738-2/
// Classic Magic Numbers fracsin
#if !defined(_STOCHASTICMODE_NONE)
float2 StochasticHash2D2D (float2 s)
{
return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
}
#endif
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
// UV Offsets and blend weights
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 DeliotHeitzStochasticUVBW(float2 uv)
{
// UV transformed into triangular grid space with UV scaled by approximation of 2*sqrt(3)
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticDeliotHeitzDensity);
// Vertex IDs and barycentric coords
float2 vxID = floor(skewUV);
float3 bary = float3(frac(skewUV), 0);
bary.z = 1.0 - bary.x - bary.y;
float3x3 pos = float3x3(
float3(vxID, bary.z),
float3(vxID + float2(0, 1), bary.y),
float3(vxID + float2(1, 0), bary.x)
);
float3x3 neg = float3x3(
float3(vxID + float2(1, 1), -bary.z),
float3(vxID + float2(1, 0), 1.0 - bary.y),
float3(vxID + float2(0, 1), 1.0 - bary.x)
);
return (bary.z > 0) ? pos : neg;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
{
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
//blend samples with calculated weights
return mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
{
float2 dx = ddx(uv), dy = ddy(uv);
return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
}
#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
#if defined(_STOCHASTICMODE_HEXTILE)
// HexTiling: Slower, but histogram-preserving
// SPDX-License-Idenfitier: MIT
// Copyright (c) 2022 mmikk
// https://github.com/mmikk/hextile-demo
float2 HextileMakeCenUV(float2 vertex)
{
// 0.288675 ~= 1/(2*sqrt(3))
const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
}
float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
{
float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
// remap to +/-pi
angle = glsl_mod(angle, 2 * PI);
if(angle < 0) angle += 2 * PI;
if(angle > PI) angle -= 2 * PI;
angle *= rotStrength;
float cs = cos(angle), si = sin(angle);
return float2x2(cs, -si, si, cs);
}
// UV Offsets and base blend weights
// UVBWR[0...2].xy = UV Offsets
// UVBWR[0...2].zw = rotation costh/sinth -> reconstruct rotation matrix with float2x2(UVBWR[n].z, -UVBWR[n].w, UVBWR[n].w, UVBWR[n].z)
// UVBWR[3].xyz = Blend Weights (w unused) - needs luminance weighting
float4x4 HextileUVBWR(float2 uv)
{
// Create Triangle Grid
// Skew input space into simplex triangle grid (3.4641 ~= 2*sqrt(3))
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticHexGridDensity);
float2 baseId = float2(floor(skewedCoord));
float3 temp = float3(frac(skewedCoord), 0);
temp.z = 1 - temp.x - temp.y;
float s = step(0.0, -temp.z);
float s2 = 2 * s - 1;
float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
float2 vertex0 = baseId + float2(s, s);
float2 vertex1 = baseId + float2(s, 1 - s);
float2 vertex2 = baseId + float2(1 - s, s);
float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = HextileLoadRot2x2(vertex0, _StochasticHexRotationStrength);
rot1 = HextileLoadRot2x2(vertex1, _StochasticHexRotationStrength);
rot2 = HextileLoadRot2x2(vertex2, _StochasticHexRotationStrength);
}
return float4x4(
float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
float4(weights, 0)
);
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
{
// For some reason doing this instead of just calculating it directly prevents it from \
// breaking after a certain number of textures use it. I don't understand why yet
float4x4 UVBWR = HextileUVBWR(uv);
// 2D Rotation Matrices for dUVdx/dy
// Not sure if this constant folds during compiling when rot is locked at 0, so force it
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
}
// Weights
float3 W = UVBWR[3].xyz;
// Sample texture
// float3x4 c = float3x4(
// tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0)),
// tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1)),
// tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2))
// );
float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
// Blend samples using luminance
// This is technically incorrect for normal maps, but produces very similar
// results to blending using normal map gradients (steepness)
const float3 Lw = float3(0.299, 0.587, 0.114);
float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
Dw = lerp(1.0, Dw, _StochasticHexFallOffContrast);
W = Dw * pow(W, _StochasticHexFallOffPower);
// In the original hextiling there's a Gain3 step here, but it seems to slow things down \
// and cause the UVs to break, so I've omitted it. Looks fine without
W /= (W.x + W.y + W.z);
return W.x * c0 + W.y * c1 + W.z * c2;
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
{
return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
}
#endif // defined(_STOCHASTICMODE_HEXTILE)
void calculateGlobalThemes(inout PoiMods poiMods)
{
// Theme colors are defined as HDR; convert to SDR and do the HSV adjustment, then re-apply exposure
float4 themeColorExposures = 0;
float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
DecomposeHDRColor(_GlobalThemeColor0.rgb, themeColor0.rgb, themeColorExposures.x);
DecomposeHDRColor(_GlobalThemeColor1.rgb, themeColor1.rgb, themeColorExposures.y);
DecomposeHDRColor(_GlobalThemeColor2.rgb, themeColor2.rgb, themeColorExposures.z);
DecomposeHDRColor(_GlobalThemeColor3.rgb, themeColor3.rgb, themeColorExposures.w);
poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac(_GlobalThemeHue0 + _GlobalThemeHueSpeed0 * _Time.x), _GlobalThemeSaturation0, _GlobalThemeValue0), themeColorExposures.x), _GlobalThemeColor0.a);
poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac(_GlobalThemeHue1 + _GlobalThemeHueSpeed1 * _Time.x), _GlobalThemeSaturation1, _GlobalThemeValue1), themeColorExposures.y), _GlobalThemeColor1.a);
poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac(_GlobalThemeHue2 + _GlobalThemeHueSpeed2 * _Time.x), _GlobalThemeSaturation2, _GlobalThemeValue2), themeColorExposures.z), _GlobalThemeColor2.a);
poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac(_GlobalThemeHue3 + _GlobalThemeHueSpeed3 * _Time.x), _GlobalThemeSaturation3, _GlobalThemeValue3), themeColorExposures.w), _GlobalThemeColor3.a);
}
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
void ApplyGlobalMaskTextures(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#if defined(PROP_GLOBALMASKTEXTURE0) || !defined(OPTIMIZER_ENABLED)
float4 gmcol0 = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0_ST), _GlobalMaskTexture0Pan);
if (_GlobalMaskTexture0Split)
{
poiMods.globalMask[0] = gmcol0.r;
poiMods.globalMask[1] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_G), _GlobalMaskTexture0SplitPan_G).g;
poiMods.globalMask[2] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_B), _GlobalMaskTexture0SplitPan_B).b;
poiMods.globalMask[3] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_A), _GlobalMaskTexture0SplitPan_A).a;
} else {
poiMods.globalMask[0] = gmcol0[0];
poiMods.globalMask[1] = gmcol0[1];
poiMods.globalMask[2] = gmcol0[2];
poiMods.globalMask[3] = gmcol0[3];
}
#else
poiMods.globalMask[0] = 0;
poiMods.globalMask[1] = 0;
poiMods.globalMask[2] = 0;
poiMods.globalMask[3] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 gmcol1 = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1_ST), _GlobalMaskTexture1Pan);
if (_GlobalMaskTexture1Split)
{
poiMods.globalMask[4] = gmcol1.r;
poiMods.globalMask[5] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_G), _GlobalMaskTexture1SplitPan_G).g;
poiMods.globalMask[6] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_B), _GlobalMaskTexture1SplitPan_B).b;
poiMods.globalMask[7] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_A), _GlobalMaskTexture1SplitPan_A).a;
} else {
poiMods.globalMask[4] = gmcol1[0];
poiMods.globalMask[5] = gmcol1[1];
poiMods.globalMask[6] = gmcol1[2];
poiMods.globalMask[7] = gmcol1[3];
}
#else
poiMods.globalMask[4] = 0;
poiMods.globalMask[5] = 0;
poiMods.globalMask[6] = 0;
poiMods.globalMask[7] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE2) || !defined(OPTIMIZER_ENABLED)
float4 gmcol2 = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2_ST), _GlobalMaskTexture2Pan);
if (_GlobalMaskTexture2Split)
{
poiMods.globalMask[8] = gmcol2.r;
poiMods.globalMask[9] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_G), _GlobalMaskTexture2SplitPan_G).g;
poiMods.globalMask[10] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_B), _GlobalMaskTexture2SplitPan_B).b;
poiMods.globalMask[11] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_A), _GlobalMaskTexture2SplitPan_A).a;
} else {
poiMods.globalMask[8] = gmcol2[0];
poiMods.globalMask[9] = gmcol2[1];
poiMods.globalMask[10] = gmcol2[2];
poiMods.globalMask[11] = gmcol2[3];
}
#else
poiMods.globalMask[8] = 0;
poiMods.globalMask[9] = 0;
poiMods.globalMask[10] = 0;
poiMods.globalMask[11] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE3) || !defined(OPTIMIZER_ENABLED)
float4 gmcol3 = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3_ST), _GlobalMaskTexture3Pan);
if (_GlobalMaskTexture3Split)
{
poiMods.globalMask[12] = gmcol3.r;
poiMods.globalMask[13] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_G), _GlobalMaskTexture3SplitPan_G).g;
poiMods.globalMask[14] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_B), _GlobalMaskTexture3SplitPan_B).b;
poiMods.globalMask[15] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_A), _GlobalMaskTexture3SplitPan_A).a;
} else {
poiMods.globalMask[12] = gmcol3[0];
poiMods.globalMask[13] = gmcol3[1];
poiMods.globalMask[14] = gmcol3[2];
poiMods.globalMask[15] = gmcol3[3];
}
#else
poiMods.globalMask[12] = 0;
poiMods.globalMask[13] = 0;
poiMods.globalMask[14] = 0;
poiMods.globalMask[15] = 0;
#endif
}
#endif
//endex
//ifex _GlobalMaskOptionsEnable==0
void ApplyGlobalMaskOptions(inout PoiMods poiMods)
{
//ifex _GlobalMaskOptionsType!=0
if (_GlobalMaskOptionsType == 0)
{
poiMods.globalMask[0] = saturate(poiMods.globalMask[0] + _GlobalMaskSlider_0);
poiMods.globalMask[1] = saturate(poiMods.globalMask[1] + _GlobalMaskSlider_1);
poiMods.globalMask[2] = saturate(poiMods.globalMask[2] + _GlobalMaskSlider_2);
poiMods.globalMask[3] = saturate(poiMods.globalMask[3] + _GlobalMaskSlider_3);
poiMods.globalMask[4] = saturate(poiMods.globalMask[4] + _GlobalMaskSlider_4);
poiMods.globalMask[5] = saturate(poiMods.globalMask[5] + _GlobalMaskSlider_5);
poiMods.globalMask[6] = saturate(poiMods.globalMask[6] + _GlobalMaskSlider_6);
poiMods.globalMask[7] = saturate(poiMods.globalMask[7] + _GlobalMaskSlider_7);
poiMods.globalMask[8] = saturate(poiMods.globalMask[8] + _GlobalMaskSlider_8);
poiMods.globalMask[9] = saturate(poiMods.globalMask[9] + _GlobalMaskSlider_9);
poiMods.globalMask[10] = saturate(poiMods.globalMask[10] + _GlobalMaskSlider_10);
poiMods.globalMask[11] = saturate(poiMods.globalMask[11] + _GlobalMaskSlider_11);
poiMods.globalMask[12] = saturate(poiMods.globalMask[12] + _GlobalMaskSlider_12);
poiMods.globalMask[13] = saturate(poiMods.globalMask[13] + _GlobalMaskSlider_13);
poiMods.globalMask[14] = saturate(poiMods.globalMask[14] + _GlobalMaskSlider_14);
poiMods.globalMask[15] = saturate(poiMods.globalMask[15] + _GlobalMaskSlider_15);
}
//endex
//ifex _GlobalMaskOptionsType!=1
if (_GlobalMaskOptionsType == 1)
{
poiMods.globalMask[0] = lerp(_GlobalMaskMinMaxSlider_0.x, _GlobalMaskMinMaxSlider_0.y, poiMods.globalMask[0]);
poiMods.globalMask[1] = lerp(_GlobalMaskMinMaxSlider_1.x, _GlobalMaskMinMaxSlider_1.y, poiMods.globalMask[1]);
poiMods.globalMask[2] = lerp(_GlobalMaskMinMaxSlider_2.x, _GlobalMaskMinMaxSlider_2.y, poiMods.globalMask[2]);
poiMods.globalMask[3] = lerp(_GlobalMaskMinMaxSlider_3.x, _GlobalMaskMinMaxSlider_3.y, poiMods.globalMask[3]);
poiMods.globalMask[4] = lerp(_GlobalMaskMinMaxSlider_4.x, _GlobalMaskMinMaxSlider_4.y, poiMods.globalMask[4]);
poiMods.globalMask[5] = lerp(_GlobalMaskMinMaxSlider_5.x, _GlobalMaskMinMaxSlider_5.y, poiMods.globalMask[5]);
poiMods.globalMask[6] = lerp(_GlobalMaskMinMaxSlider_6.x, _GlobalMaskMinMaxSlider_6.y, poiMods.globalMask[6]);
poiMods.globalMask[7] = lerp(_GlobalMaskMinMaxSlider_7.x, _GlobalMaskMinMaxSlider_7.y, poiMods.globalMask[7]);
poiMods.globalMask[8] = lerp(_GlobalMaskMinMaxSlider_8.x, _GlobalMaskMinMaxSlider_8.y, poiMods.globalMask[8]);
poiMods.globalMask[9] = lerp(_GlobalMaskMinMaxSlider_9.x, _GlobalMaskMinMaxSlider_9.y, poiMods.globalMask[9]);
poiMods.globalMask[10] = lerp(_GlobalMaskMinMaxSlider_10.x, _GlobalMaskMinMaxSlider_10.y, poiMods.globalMask[10]);
poiMods.globalMask[11] = lerp(_GlobalMaskMinMaxSlider_11.x, _GlobalMaskMinMaxSlider_11.y, poiMods.globalMask[11]);
poiMods.globalMask[12] = lerp(_GlobalMaskMinMaxSlider_12.x, _GlobalMaskMinMaxSlider_12.y, poiMods.globalMask[12]);
poiMods.globalMask[13] = lerp(_GlobalMaskMinMaxSlider_13.x, _GlobalMaskMinMaxSlider_13.y, poiMods.globalMask[13]);
poiMods.globalMask[14] = lerp(_GlobalMaskMinMaxSlider_14.x, _GlobalMaskMinMaxSlider_14.y, poiMods.globalMask[14]);
poiMods.globalMask[15] = lerp(_GlobalMaskMinMaxSlider_15.x, _GlobalMaskMinMaxSlider_15.y, poiMods.globalMask[15]);
}
//endex
//ifex _GlobalMaskOptionsType!=2
if (_GlobalMaskOptionsType == 2)
{
if (_GlobalMaskToggleOn_0) poiMods.globalMask[0] = 1;
if (_GlobalMaskToggleOn_1) poiMods.globalMask[1] = 1;
if (_GlobalMaskToggleOn_2) poiMods.globalMask[2] = 1;
if (_GlobalMaskToggleOn_3) poiMods.globalMask[3] = 1;
if (_GlobalMaskToggleOn_4) poiMods.globalMask[4] = 1;
if (_GlobalMaskToggleOn_5) poiMods.globalMask[5] = 1;
if (_GlobalMaskToggleOn_6) poiMods.globalMask[6] = 1;
if (_GlobalMaskToggleOn_7) poiMods.globalMask[7] = 1;
if (_GlobalMaskToggleOn_8) poiMods.globalMask[8] = 1;
if (_GlobalMaskToggleOn_9) poiMods.globalMask[9] = 1;
if (_GlobalMaskToggleOn_10) poiMods.globalMask[10] = 1;
if (_GlobalMaskToggleOn_11) poiMods.globalMask[11] = 1;
if (_GlobalMaskToggleOn_12) poiMods.globalMask[12] = 1;
if (_GlobalMaskToggleOn_13) poiMods.globalMask[13] = 1;
if (_GlobalMaskToggleOn_14) poiMods.globalMask[14] = 1;
if (_GlobalMaskToggleOn_15) poiMods.globalMask[15] = 1;
poiMods.globalMask[0] *= (1-_GlobalMaskToggleOff_0);
poiMods.globalMask[1] *= (1-_GlobalMaskToggleOff_1);
poiMods.globalMask[2] *= (1-_GlobalMaskToggleOff_2);
poiMods.globalMask[3] *= (1-_GlobalMaskToggleOff_3);
poiMods.globalMask[4] *= (1-_GlobalMaskToggleOff_4);
poiMods.globalMask[5] *= (1-_GlobalMaskToggleOff_5);
poiMods.globalMask[6] *= (1-_GlobalMaskToggleOff_6);
poiMods.globalMask[7] *= (1-_GlobalMaskToggleOff_7);
poiMods.globalMask[8] *= (1-_GlobalMaskToggleOff_8);
poiMods.globalMask[9] *= (1-_GlobalMaskToggleOff_9);
poiMods.globalMask[10] *= (1-_GlobalMaskToggleOff_10);
poiMods.globalMask[11] *= (1-_GlobalMaskToggleOff_11);
poiMods.globalMask[12] *= (1-_GlobalMaskToggleOff_12);
poiMods.globalMask[13] *= (1-_GlobalMaskToggleOff_13);
poiMods.globalMask[14] *= (1-_GlobalMaskToggleOff_14);
poiMods.globalMask[15] *= (1-_GlobalMaskToggleOff_15);
}
//endex
}
//endex
void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
{
//ifex _GlobalMaskModifiersBackfaceEnable==0
if(_GlobalMaskModifiersBackfaceEnable)
{
float facingMode = saturate(poiMesh.isFrontFace) + 1;
// _GlobalMaskBackface is 0 for ignore, 1 for back only, 2 for front only
poiMods.globalMask[0] *= _GlobalMaskBackface_0 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_0 ));
poiMods.globalMask[1] *= _GlobalMaskBackface_1 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_1 ));
poiMods.globalMask[2] *= _GlobalMaskBackface_2 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_2 ));
poiMods.globalMask[3] *= _GlobalMaskBackface_3 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_3 ));
poiMods.globalMask[4] *= _GlobalMaskBackface_4 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_4 ));
poiMods.globalMask[5] *= _GlobalMaskBackface_5 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_5 ));
poiMods.globalMask[6] *= _GlobalMaskBackface_6 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_6 ));
poiMods.globalMask[7] *= _GlobalMaskBackface_7 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_7 ));
poiMods.globalMask[8] *= _GlobalMaskBackface_8 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_8 ));
poiMods.globalMask[9] *= _GlobalMaskBackface_9 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_9 ));
poiMods.globalMask[10] *= _GlobalMaskBackface_10 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_10));
poiMods.globalMask[11] *= _GlobalMaskBackface_11 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_11));
poiMods.globalMask[12] *= _GlobalMaskBackface_12 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_12));
poiMods.globalMask[13] *= _GlobalMaskBackface_13 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_13));
poiMods.globalMask[14] *= _GlobalMaskBackface_14 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_14));
poiMods.globalMask[15] *= _GlobalMaskBackface_15 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_15));
}
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
if(_GlobalMaskModifiersMirrorEnable)
{
float mirrorMode = 0;
if (_GlobalMaskMirrorVisibilityMode == 1) // VRC
mirrorMode = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
mirrorMode = IsInMirror();
mirrorMode += 1;
// _GlobalMaskMirror is 0 for ignore, 1 for outside mirror only, 2 for in mirror only
poiMods.globalMask[0] *= _GlobalMaskMirror_0 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_0 ));
poiMods.globalMask[1] *= _GlobalMaskMirror_1 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_1 ));
poiMods.globalMask[2] *= _GlobalMaskMirror_2 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_2 ));
poiMods.globalMask[3] *= _GlobalMaskMirror_3 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_3 ));
poiMods.globalMask[4] *= _GlobalMaskMirror_4 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_4 ));
poiMods.globalMask[5] *= _GlobalMaskMirror_5 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_5 ));
poiMods.globalMask[6] *= _GlobalMaskMirror_6 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_6 ));
poiMods.globalMask[7] *= _GlobalMaskMirror_7 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_7 ));
poiMods.globalMask[8] *= _GlobalMaskMirror_8 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_8 ));
poiMods.globalMask[9] *= _GlobalMaskMirror_9 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_9 ));
poiMods.globalMask[10] *= _GlobalMaskMirror_10 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_10));
poiMods.globalMask[11] *= _GlobalMaskMirror_11 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_11));
poiMods.globalMask[12] *= _GlobalMaskMirror_12 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_12));
poiMods.globalMask[13] *= _GlobalMaskMirror_13 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_13));
poiMods.globalMask[14] *= _GlobalMaskMirror_14 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_14));
poiMods.globalMask[15] *= _GlobalMaskMirror_15 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_15));
}
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
if(_GlobalMaskModifiersCameraEnable)
{
float isCamera = VRCCameraMode() > 0;
isCamera += 1;
// _GlobalMaskCamera is 0 for ignore, 1 for outside camera only, 2 for in camera only
poiMods.globalMask[0] *= _GlobalMaskCamera_0 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_0 ));
poiMods.globalMask[1] *= _GlobalMaskCamera_1 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_1 ));
poiMods.globalMask[2] *= _GlobalMaskCamera_2 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_2 ));
poiMods.globalMask[3] *= _GlobalMaskCamera_3 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_3 ));
poiMods.globalMask[4] *= _GlobalMaskCamera_4 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_4 ));
poiMods.globalMask[5] *= _GlobalMaskCamera_5 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_5 ));
poiMods.globalMask[6] *= _GlobalMaskCamera_6 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_6 ));
poiMods.globalMask[7] *= _GlobalMaskCamera_7 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_7 ));
poiMods.globalMask[8] *= _GlobalMaskCamera_8 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_8 ));
poiMods.globalMask[9] *= _GlobalMaskCamera_9 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_9 ));
poiMods.globalMask[10] *= _GlobalMaskCamera_10 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_10));
poiMods.globalMask[11] *= _GlobalMaskCamera_11 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_11));
poiMods.globalMask[12] *= _GlobalMaskCamera_12 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_12));
poiMods.globalMask[13] *= _GlobalMaskCamera_13 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_13));
poiMods.globalMask[14] *= _GlobalMaskCamera_14 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_14));
poiMods.globalMask[15] *= _GlobalMaskCamera_15 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_15));
}
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
if (_GlobalMaskModifiersDistanceEnable)
{
//ifex _GlobalMaskDistanceEnable_0==0
if (_GlobalMaskDistanceEnable_0)
{
float3 position = _GlobalMaskDistanceType_0 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_0, _GlobalMaskDistanceMaxAlpha_0, smoothstep(_GlobalMaskDistanceMin_0, _GlobalMaskDistanceMax_0, distance(position, poiCam.worldPos)));
poiMods.globalMask[0] = saturate(customBlend(poiMods.globalMask[0], val, _GlobalMaskDistanceBlendType_0));
}
//endex
//ifex _GlobalMaskDistanceEnable_1==0
if (_GlobalMaskDistanceEnable_1)
{
float3 position = _GlobalMaskDistanceType_1 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_1, _GlobalMaskDistanceMaxAlpha_1, smoothstep(_GlobalMaskDistanceMin_1, _GlobalMaskDistanceMax_1, distance(position, poiCam.worldPos)));
poiMods.globalMask[1] = saturate(customBlend(poiMods.globalMask[1], val, _GlobalMaskDistanceBlendType_1));
}
//endex
//ifex _GlobalMaskDistanceEnable_2==0
if (_GlobalMaskDistanceEnable_2)
{
float3 position = _GlobalMaskDistanceType_2 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_2, _GlobalMaskDistanceMaxAlpha_2, smoothstep(_GlobalMaskDistanceMin_2, _GlobalMaskDistanceMax_2, distance(position, poiCam.worldPos)));
poiMods.globalMask[2] = saturate(customBlend(poiMods.globalMask[2], val, _GlobalMaskDistanceBlendType_2));
}
//endex
//ifex _GlobalMaskDistanceEnable_3==0
if (_GlobalMaskDistanceEnable_3)
{
float3 position = _GlobalMaskDistanceType_3 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_3, _GlobalMaskDistanceMaxAlpha_3, smoothstep(_GlobalMaskDistanceMin_3, _GlobalMaskDistanceMax_3, distance(position, poiCam.worldPos)));
poiMods.globalMask[3] = saturate(customBlend(poiMods.globalMask[3], val, _GlobalMaskDistanceBlendType_3));
}
//endex
//ifex _GlobalMaskDistanceEnable_4==0
if (_GlobalMaskDistanceEnable_4)
{
float3 position = _GlobalMaskDistanceType_4 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_4, _GlobalMaskDistanceMaxAlpha_4, smoothstep(_GlobalMaskDistanceMin_4, _GlobalMaskDistanceMax_4, distance(position, poiCam.worldPos)));
poiMods.globalMask[4] = saturate(customBlend(poiMods.globalMask[4], val, _GlobalMaskDistanceBlendType_4));
}
//endex
//ifex _GlobalMaskDistanceEnable_5==0
if (_GlobalMaskDistanceEnable_5)
{
float3 position = _GlobalMaskDistanceType_5 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_5, _GlobalMaskDistanceMaxAlpha_5, smoothstep(_GlobalMaskDistanceMin_5, _GlobalMaskDistanceMax_5, distance(position, poiCam.worldPos)));
poiMods.globalMask[5] = saturate(customBlend(poiMods.globalMask[5], val, _GlobalMaskDistanceBlendType_5));
}
//endex
//ifex _GlobalMaskDistanceEnable_6==0
if (_GlobalMaskDistanceEnable_6)
{
float3 position = _GlobalMaskDistanceType_6 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_6, _GlobalMaskDistanceMaxAlpha_6, smoothstep(_GlobalMaskDistanceMin_6, _GlobalMaskDistanceMax_6, distance(position, poiCam.worldPos)));
poiMods.globalMask[6] = saturate(customBlend(poiMods.globalMask[6], val, _GlobalMaskDistanceBlendType_6));
}
//endex
//ifex _GlobalMaskDistanceEnable_7==0
if (_GlobalMaskDistanceEnable_7)
{
float3 position = _GlobalMaskDistanceType_7 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_7, _GlobalMaskDistanceMaxAlpha_7, smoothstep(_GlobalMaskDistanceMin_7, _GlobalMaskDistanceMax_7, distance(position, poiCam.worldPos)));
poiMods.globalMask[7] = saturate(customBlend(poiMods.globalMask[7], val, _GlobalMaskDistanceBlendType_7));
}
//endex
//ifex _GlobalMaskDistanceEnable_8==0
if (_GlobalMaskDistanceEnable_8)
{
float3 position = _GlobalMaskDistanceType_8 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_8, _GlobalMaskDistanceMaxAlpha_8, smoothstep(_GlobalMaskDistanceMin_8, _GlobalMaskDistanceMax_8, distance(position, poiCam.worldPos)));
poiMods.globalMask[8] = saturate(customBlend(poiMods.globalMask[8], val, _GlobalMaskDistanceBlendType_8));
}
//endex
//ifex _GlobalMaskDistanceEnable_9==0
if (_GlobalMaskDistanceEnable_9)
{
float3 position = _GlobalMaskDistanceType_9 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_9, _GlobalMaskDistanceMaxAlpha_9, smoothstep(_GlobalMaskDistanceMin_9, _GlobalMaskDistanceMax_9, distance(position, poiCam.worldPos)));
poiMods.globalMask[9] = saturate(customBlend(poiMods.globalMask[9], val, _GlobalMaskDistanceBlendType_9));
}
//endex
//ifex _GlobalMaskDistanceEnable_10==0
if (_GlobalMaskDistanceEnable_10)
{
float3 position = _GlobalMaskDistanceType_10 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_10, _GlobalMaskDistanceMaxAlpha_10, smoothstep(_GlobalMaskDistanceMin_10, _GlobalMaskDistanceMax_10, distance(position, poiCam.worldPos)));
poiMods.globalMask[10] = saturate(customBlend(poiMods.globalMask[10], val, _GlobalMaskDistanceBlendType_10));
}
//endex
//ifex _GlobalMaskDistanceEnable_11==0
if (_GlobalMaskDistanceEnable_11)
{
float3 position = _GlobalMaskDistanceType_11 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_11, _GlobalMaskDistanceMaxAlpha_11, smoothstep(_GlobalMaskDistanceMin_11, _GlobalMaskDistanceMax_11, distance(position, poiCam.worldPos)));
poiMods.globalMask[11] = saturate(customBlend(poiMods.globalMask[11], val, _GlobalMaskDistanceBlendType_11));
}
//endex
//ifex _GlobalMaskDistanceEnable_12==0
if (_GlobalMaskDistanceEnable_12)
{
float3 position = _GlobalMaskDistanceType_12 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_12, _GlobalMaskDistanceMaxAlpha_12, smoothstep(_GlobalMaskDistanceMin_12, _GlobalMaskDistanceMax_12, distance(position, poiCam.worldPos)));
poiMods.globalMask[12] = saturate(customBlend(poiMods.globalMask[12], val, _GlobalMaskDistanceBlendType_12));
}
//endex
//ifex _GlobalMaskDistanceEnable_13==0
if (_GlobalMaskDistanceEnable_13)
{
float3 position = _GlobalMaskDistanceType_13 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_13, _GlobalMaskDistanceMaxAlpha_13, smoothstep(_GlobalMaskDistanceMin_13, _GlobalMaskDistanceMax_13, distance(position, poiCam.worldPos)));
poiMods.globalMask[13] = saturate(customBlend(poiMods.globalMask[13], val, _GlobalMaskDistanceBlendType_13));
}
//endex
//ifex _GlobalMaskDistanceEnable_14==0
if (_GlobalMaskDistanceEnable_14)
{
float3 position = _GlobalMaskDistanceType_14 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_14, _GlobalMaskDistanceMaxAlpha_14, smoothstep(_GlobalMaskDistanceMin_14, _GlobalMaskDistanceMax_14, distance(position, poiCam.worldPos)));
poiMods.globalMask[14] = saturate(customBlend(poiMods.globalMask[14], val, _GlobalMaskDistanceBlendType_14));
}
//endex
//ifex _GlobalMaskDistanceEnable_15==0
if (_GlobalMaskDistanceEnable_15)
{
float3 position = _GlobalMaskDistanceType_15 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_15, _GlobalMaskDistanceMaxAlpha_15, smoothstep(_GlobalMaskDistanceMin_15, _GlobalMaskDistanceMax_15, distance(position, poiCam.worldPos)));
poiMods.globalMask[15] = saturate(customBlend(poiMods.globalMask[15], val, _GlobalMaskDistanceBlendType_15));
}
//endex
}
//endex
}
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
void applyUDIMDiscard(in VertexOut i)
{
if(_UDIMDiscardMode == 1) // Don't run if in vertex mode
{
float2 udim = floor(vertexUV(i, _UDIMDiscardUV));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
clip(0.01 - isDiscarded); // Clip if discarded
}
return;
}
#endif
//endex
float2 calculatePolarCoordinate(in PoiMesh poiMesh)
{
float2 delta = poiMesh.uv[_PolarUV] - _PolarCenter;
float radius = length(delta) * 2 * _PolarRadialScale;
float angle = atan2(delta.x, delta.y);
float phi = angle / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
angle *= _PolarLengthScale;
return float2(radius, angle + distance(poiMesh.uv[_PolarUV], _PolarCenter) * _PolarSpiralPower);
}
float2 MonoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
sphereCoords = float2(1.0, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
}
float2 StereoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
sphereCoords = float2(0.5, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
}
float2 calculatePanosphereUV(in PoiMesh poiMesh)
{
float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, _PanoUseBothEyes) - poiMesh.worldPos.xyz) * - 1;
return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), _StereoEnabled);
}
//ifex _EnableDistortion==0
#ifdef USER_LUT
float2 distortedUV(in PoiMesh poiMesh)
{
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 flowVector = POI2D_SAMPLER_PAN(_DistortionFlowTexture, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTextureUV], _DistortionFlowTexture_ST), _DistortionFlowTexturePan) * 2 - 1;
#else
float4 flowVector = -1;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 flowVector1 = POI2D_SAMPLER_PAN(_DistortionFlowTexture1, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTexture1UV], _DistortionFlowTexture1_ST), _DistortionFlowTexture1Pan) * 2 - 1;
#else
float4 flowVector1 = -1;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
half distortionMask = POI2D_SAMPLER_PAN(_DistortionMask, _MainTex, poiMesh.uv[_DistortionMaskUV], _DistortionMaskPan)[_DistortionMaskChannel];
#else
half distortionMask = 1;
#endif
half distortionStrength = _DistortionStrength;
half distortionStrength1 = _DistortionStrength1;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (AudioLinkIsAvailable() && _EnableDistortionAudioLink && _AudioLinkAnimToggle)
{
distortionStrength += lerp(_DistortionStrengthAudioLink.x, _DistortionStrengthAudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrengthAudioLinkBand))).r);
distortionStrength1 += lerp(_DistortionStrength1AudioLink.x, _DistortionStrength1AudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrength1AudioLinkBand))).r);
}
#endif
flowVector *= distortionStrength;
flowVector1 *= distortionStrength1;
return poiMesh.uv[_DistortionUvToDistort] + ((flowVector.xy + flowVector1.xy) / 2) * distortionMask;
}
#endif
//endex
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
inline float2 POM(in PoiLight poiLight, sampler2D heightMap, in PoiMesh poiMesh, float3 worldViewDir, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv)
{
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float heightMask = POI2D_SAMPLER_PAN(_Heightmask, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmask_ST), _HeightmaskPan)[_HeightmaskChannel];
if (_HeightmaskInvert)
{
heightMask = 1 - heightMask;
}
#else
float heightMask = 1;
#endif
float2 uvs = poiUV(poiMesh.uv[_HeightMapUV], _HeightMap_ST);
float2 dx = ddx(uvs);
float2 dy = ddy(uvs);
float3 result = 0;
int stepIndex = 0;
int numSteps = (int)lerp(maxSamples, minSamples, saturate(dot(poiMesh.normals[0], worldViewDir)));
float layerHeight = 1.0 / numSteps;
float2 plane = parallax * heightMask * (viewDirTan.xy / viewDirTan.z);
uvs += refPlane * plane;
float2 deltaTex = -plane * layerHeight;
float2 prevTexOffset = 0;
float prevRayZ = 1.0f;
float prevHeight = 0.0f;
float2 currTexOffset = deltaTex;
float currRayZ = 1.0f - layerHeight;
float currHeight = 0.0f;
float intersection = 0;
float2 finalTexOffset = 0;
while (stepIndex < numSteps + 1)
{
result.z = dot(curv, currTexOffset * currTexOffset);
currHeight = tex2Dgrad(heightMap, uvs + currTexOffset, dx, dy).r * (1 - result.z);
if (currHeight > currRayZ)
{
stepIndex = numSteps + 1;
}
else
{
stepIndex++;
prevTexOffset = currTexOffset;
prevRayZ = currRayZ;
prevHeight = currHeight;
currTexOffset += deltaTex;
currRayZ -= layerHeight * (1 - result.z) * (1 + _CurvFix);
}
}
int sectionSteps = 10;
int sectionIndex = 0;
float newZ = 0;
float newHeight = 0;
while (sectionIndex < sectionSteps)
{
intersection = (prevHeight - prevRayZ) / (prevHeight - currHeight + currRayZ - prevRayZ);
finalTexOffset = prevTexOffset +intersection * deltaTex;
newZ = prevRayZ - intersection * layerHeight;
newHeight = tex2Dgrad(heightMap, uvs + finalTexOffset, dx, dy).r;
if (newHeight > newZ)
{
currTexOffset = finalTexOffset;
currHeight = newHeight;
currRayZ = newZ;
deltaTex = intersection * deltaTex;
layerHeight = intersection * layerHeight;
}
else
{
prevTexOffset = finalTexOffset;
prevHeight = newHeight;
prevRayZ = newZ;
deltaTex = (1 - intersection) * deltaTex;
layerHeight = (1 - intersection) * layerHeight;
}
sectionIndex++;
}
#ifdef UNITY_PASS_SHADOWCASTER
if (unity_LightShadowBias.z == 0.0)
{
#endif
if (result.z > 1)
clip(-1);
#ifdef UNITY_PASS_SHADOWCASTER
}
#endif
return uvs + finalTexOffset;
}
/*
float2 ParallaxOffsetMultiStep(float surfaceHeight, float strength, float2 uv, float3 tangentViewDir)
{
float2 uvOffset = 0;
float2 prevUVOffset = 0;
float stepSize = 1.0 / _HeightSteps;
float stepHeight = 1;
float2 uvDelta = tangentViewDir.xy * (stepSize * strength);
float prevStepHeight = stepHeight;
float prevSurfaceHeight = surfaceHeight;
[unroll(20)]
for (int j = 1; j <= _HeightSteps && stepHeight > surfaceHeight; j++)
{
prevUVOffset = uvOffset;
prevStepHeight = stepHeight;
prevSurfaceHeight = surfaceHeight;
uvOffset -= uvDelta;
stepHeight -= stepSize;
surfaceHeight = POI2D_SAMPLER_PAN(_Heightmap, _MainTex, poiUV(uv + uvOffset, _Heightmap_ST), _HeightmapPan) + _HeightOffset;
}
[unroll(3)]
for (int k = 0; k < 3; k++)
{
uvDelta *= 0.5;
stepSize *= 0.5;
if (stepHeight < surfaceHeight)
{
uvOffset += uvDelta;
stepHeight += stepSize;
}
else
{
uvOffset -= uvDelta;
stepHeight -= stepSize;
}
surfaceHeight = POI2D_SAMPLER_PAN(_Heightmap, _MainTex, poiUV(uv + uvOffset, _Heightmap_ST), _HeightmapPan) + _HeightOffset;
}
return uvOffset;
}
*/
void applyParallax(inout PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam)
{
/*
half h = POI2D_SAMPLER_PAN(_Heightmap, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmap_ST), _HeightmapPan).r + _HeightOffset;
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
half m = POI2D_SAMPLER_PAN(_Heightmask, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmask_ST), _HeightmaskPan).r + _HeightOffset;
#else
half m = 1 + _HeightOffset;
#endif
h = clamp(h, 0, 0.999);
m = lerp(m, 1 - m, _HeightmaskInvert);
#if defined(OPTIMIZER_ENABLED)das
poiMesh.uv[_ParallaxUV] += ParallaxOffsetMultiStep(h, _HeightStrength * m, poiMesh.uv[_HeightmapUV], tangentViewDir / tangentViewDir.z);
#else
float2 offset = ParallaxOffsetMultiStep(h, _HeightStrength * m, poiMesh.uv[_HeightmapUV], tangentViewDir / tangentViewDir.z);
if (_ParallaxUV == 0) poiMesh.uv[0] += offset;
if (_ParallaxUV == 1) poiMesh.uv[1] += offset;
if (_ParallaxUV == 2) poiMesh.uv[2] += offset;
if (_ParallaxUV == 3) poiMesh.uv[3] += offset;
if (_ParallaxUV == 4) poiMesh.uv[4] += offset;
if (_ParallaxUV == 5) poiMesh.uv[5] += offset;
if (_ParallaxUV == 6) poiMesh.uv[6] += offset;
if (_ParallaxUV == 7) poiMesh.uv[7] += offset;
#endif
*/
#if defined(OPTIMIZER_ENABLED)
poiMesh.uv[_ParallaxUV] = POM(poiLight, _HeightMap, poiMesh, poiCam.viewDir, poiCam.tangentViewDir, _HeightStepsMin, _HeightStepsMax, _HeightStrength, 0, _HeightMap_ST.xy, float2(_CurvatureU, _CurvatureV));
#else
float2 offset = POM(poiLight, _HeightMap, poiMesh, poiCam.viewDir, poiCam.tangentViewDir, _HeightStepsMin, _HeightStepsMax, _HeightStrength, 0, _HeightMap_ST.xy, float2(_CurvatureU, _CurvatureV));
if (_ParallaxUV == 0) poiMesh.uv[0] = offset;
if (_ParallaxUV == 1) poiMesh.uv[1] = offset;
if (_ParallaxUV == 2) poiMesh.uv[2] = offset;
if (_ParallaxUV == 3) poiMesh.uv[3] = offset;
if (_ParallaxUV == 4) poiMesh.uv[4] = offset;
if (_ParallaxUV == 5) poiMesh.uv[5] = offset;
if (_ParallaxUV == 6) poiMesh.uv[6] = offset;
if (_ParallaxUV == 7) poiMesh.uv[7] = offset;
#endif
}
#endif
//endex
void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
{
poiFragData.alpha = saturate(poiFragData.alpha + _AlphaMod);
if (_AlphaGlobalMask > 0)
{
poiFragData.alpha = customBlend(poiFragData.alpha, poiMods.globalMask[_AlphaGlobalMask-1], _AlphaGlobalMaskBlendType);
}
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
if (_AlphaDistanceFade)
{
float3 position = _AlphaDistanceFadeType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.alpha *= lerp(_AlphaDistanceFadeMinAlpha, _AlphaDistanceFadeMaxAlpha, smoothstep(_AlphaDistanceFadeMin, _AlphaDistanceFadeMax, distance(position, poiCam.worldPos)));
}
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
if (_AlphaFresnel)
{
float holoRim = saturate(1 - smoothstep(min(_AlphaFresnelSharpness, _AlphaFresnelWidth), _AlphaFresnelWidth, poiCam.vDotN));
holoRim = abs(lerp(1, holoRim, _AlphaFresnelAlpha));
poiFragData.alpha *= _AlphaFresnelInvert ?1 - holoRim : holoRim;
}
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
if (_AlphaAngular)
{
half cameraAngleMin = _CameraAngleMin / 180;
half cameraAngleMax = _CameraAngleMax / 180;
half modelAngleMin = _ModelAngleMin / 180;
half modelAngleMax = _ModelAngleMax / 180;
float3 pos = _AngleCompareTo == 0 ? poiMesh.objectPosition : poiMesh.worldPos;
half3 cameraToModelDirection = normalize(pos - getCameraPosition());
half3 modelForwardDirection = normalize(mul(unity_ObjectToWorld, normalize(_AngleForwardDirection.rgb)));
half cameraLookAtModel = remapClamped(cameraAngleMax, cameraAngleMin, .5 * dot(cameraToModelDirection, getCameraForward()) + .5);
half modelLookAtCamera = remapClamped(modelAngleMax, modelAngleMin, .5 * dot(-cameraToModelDirection, modelForwardDirection) + .5);
if (_AngleType == 0)
{
poiFragData.alpha *= max(cameraLookAtModel, _AngleMinAlpha);
}
else if (_AngleType == 1)
{
poiFragData.alpha *= max(modelLookAtCamera, _AngleMinAlpha);
}
else if (_AngleType == 2)
{
poiFragData.alpha *= max(cameraLookAtModel * modelLookAtCamera, _AngleMinAlpha);
}
}
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && _AlphaAudioLinkEnabled)
{
poiFragData.alpha = saturate(poiFragData.alpha + lerp(_AlphaAudioLinkAddRange.x, _AlphaAudioLinkAddRange.y, poiMods.audioLink[_AlphaAudioLinkAddBand]));
}
#endif
//endex
}
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
inline half Dither8x8Bayer(int x, int y)
{
const half dither[ 64 ] = {
1, 49, 13, 61, 4, 52, 16, 64,
33, 17, 45, 29, 36, 20, 48, 32,
9, 57, 5, 53, 12, 60, 8, 56,
41, 25, 37, 21, 44, 28, 40, 24,
3, 51, 15, 63, 2, 50, 14, 62,
35, 19, 47, 31, 34, 18, 46, 30,
11, 59, 7, 55, 10, 58, 6, 54,
43, 27, 39, 23, 42, 26, 38, 22
};
int r = y * 8 + x;
return dither[r] / 64;
}
half calcDither(half2 grabPos)
{
return Dither8x8Bayer(fmod(grabPos.x, 8), fmod(grabPos.y, 8));
}
void applyDithering(inout PoiFragData poiFragData, in PoiCam poiCam)
{
if (_AlphaDithering)
{
poiFragData.alpha = saturate(poiFragData.alpha - (calcDither(poiCam.screenUV) * (1 - poiFragData.alpha) * _AlphaDitherGradient));
}
}
//endex
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
void ApplyAlphaToCoverage(inout PoiFragData poiFragData, in PoiMesh poiMesh)
{
// Force Model Opacity to 1 if desired
UNITY_BRANCH
if (_Mode == 1)
{
UNITY_BRANCH
if (_AlphaSharpenedA2C && _AlphaToCoverage)
{
// rescale alpha by mip level
poiFragData.alpha *= 1 + max(0, CalcMipLevel(poiMesh.uv[0] * _MainTex_TexelSize.zw)) * _AlphaMipScale;
// rescale alpha by partial derivative
poiFragData.alpha = (poiFragData.alpha - _Cutoff) / max(fwidth(poiFragData.alpha), 0.0001) + _Cutoff;
poiFragData.alpha = saturate(poiFragData.alpha);
}
}
}
//endex
//ifex _DetailEnabled==0
#ifdef FINALPASS
void ApplyDetailColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
half3 detailTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailTex, _MainTex, poiUV(poiMesh.uv[_DetailTexUV], _DetailTex_ST), _DetailTexPan, _DetailTexStochastic).rgb * poiThemeColor(poiMods, _DetailTint, _DetailTintThemeIndex);
#else
half3 detailTexture = 0.21763764082 * poiThemeColor(poiMods, _DetailTint, _DetailTintThemeIndex);
#endif
poiFragData.baseColor.rgb *= LerpWhiteTo(detailTexture * _DetailBrightness * unity_ColorSpaceDouble.rgb, poiMods.detailMask.r * _DetailTexIntensity);
}
void ApplyDetailNormal(inout PoiMods poiMods, inout PoiMesh poiMesh)
{
#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
poiMods.detailMask = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailMask, _MainTex, poiUV(poiMesh.uv[_DetailMaskUV], _DetailMask_ST), _DetailMaskPan, _DetailMaskStochastic).rg;
#else
poiMods.detailMask = 1;
#endif
#ifdef POI_BACKFACE
if (!poiMesh.isFrontFace)
{
poiMods.detailMask.rg *= _BackFaceDetailIntensity;
}
#endif
#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
half3 detailNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_DetailNormalMap, _MainTex, poiUV(poiMesh.uv[_DetailNormalMapUV], _DetailNormalMap_ST), _DetailNormalMapPan, _DetailNormalMapStochastic), _DetailNormalMapScale * poiMods.detailMask.g);
poiMesh.tangentSpaceNormal = BlendNormals(detailNormal, poiMesh.tangentSpaceNormal);
#endif
}
#endif
//endex
//ifex _MainVertexColoringEnabled==0
void applyVertexColor(inout PoiFragData poiFragData, PoiMesh poiMesh)
{
if (_MainVertexColoringEnabled)
{
#ifndef POI_PASS_OUTLINE
float3 vertCol = lerp(poiMesh.vertexColor.rgb, GammaToLinearSpace(poiMesh.vertexColor.rgb), _MainVertexColoringLinearSpace);
poiFragData.baseColor *= lerp(1, vertCol, _MainVertexColoring);
#endif
poiFragData.alpha *= lerp(1, poiMesh.vertexColor.a, _MainUseVertexColorAlpha);
}
}
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
void ApplyBackFaceColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiMods poiMods)
{
if (!poiMesh.isFrontFace)
{
float4 backFaceColor = _BackFaceColor;
backFaceColor.rgb = poiThemeColor(poiMods, backFaceColor.rgb, _BackFaceColorThemeIndex);
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
backFaceColor *= POI2D_SAMPLER_PAN(_BackFaceTexture, _MainTex, poiUV(poiMesh.uv[_BackFaceTextureUV], _BackFaceTexture_ST), _BackFaceTexturePan);
#endif
backFaceColor.rgb = hueShift(backFaceColor.rgb, frac(_BackFaceHueShift + _BackFaceHueShiftSpeed * _Time.x) * _BackFaceHueShiftEnabled);
float backFaceMask = 1;
#if defined(PROP_BACKFACEMASK) || !defined(OPTIMIZER_ENABLED)
backFaceMask *= POI2D_SAMPLER_PAN(_BackFaceMask, _MainTex, poiUV(poiMesh.uv[_BackFaceMaskUV], _BackFaceMask_ST), _BackFaceMaskPan)[_BackFaceMaskChannel];
#endif
if (!_BackFaceReplaceAlpha)
{
backFaceMask *= backFaceColor.a;
}
poiFragData.baseColor = lerp(poiFragData.baseColor, backFaceColor.rgb, backFaceMask);
UNITY_BRANCH
if (_BackFaceReplaceAlpha)
{
poiFragData.alpha = backFaceColor.a;
}
poiFragData.emission += backFaceColor.rgb * _BackFaceEmissionStrength * backFaceMask;
poiMods.globalEmission = min(poiMods.globalEmission, _BackFaceEmissionLimiter);
}
}
#endif
//endex
//ifex _RGBMaskEnabled==0
#ifdef VIGNETTE
//ifex _RgbNormalsEnabled==0
#if defined(GEOM_TYPE_MESH) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
void calculateRGBNormals(inout PoiMesh poiMesh)
{
// Only define this if we actually have any normal map textures. Can't do the same in color textures because users can tint
#if defined(PROP_RGBNORMALR) || defined(PROP_RGBNORMALG) || defined(PROP_RGBNORMALB) || defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
float4 rgbMask;
if (_RGBUseVertexColors)
{
rgbMask = poiMesh.vertexColor;
}
else
{
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiUV(poiMesh.uv[_RGBMaskUV], _RGBMask_ST), _RGBMaskPan);
#else
rgbMask = 1;
#endif
}
if (_RGBNormalBlend == 0)
{
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalRScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalR, _MainTex, poiUV(poiMesh.uv[_RgbNormalRUV], _RgbNormalR_ST), _RgbNormalRPan, _RgbNormalRStochastic), _RgbNormalRScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.r);
}
#endif
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalGScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalG, _MainTex, poiUV(poiMesh.uv[_RgbNormalGUV], _RgbNormalG_ST), _RgbNormalGPan, _RgbNormalGStochastic), _RgbNormalGScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.g);
}
#endif
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalBScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalB, _MainTex, poiUV(poiMesh.uv[_RgbNormalBUV], _RgbNormalB_ST), _RgbNormalBPan, _RgbNormalBStochastic), _RgbNormalBScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.b);
}
#endif
#if defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
if (_RgbNormalAScale > 0)
{
half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalA, _MainTex, poiUV(poiMesh.uv[_RgbNormalAUV], _RgbNormalA_ST), _RgbNormalAPan, _RgbNormalAStochastic), _RgbNormalAScale);
poiMesh.tangentSpaceNormal = lerp(poiMesh.tangentSpaceNormal, normalToBlendWith, rgbMask.a);
}
#endif
}
else
{
half3 newNormal = half3(0, 0, 1);
half3 normalToBlendWith = half3(0, 0, 1);
#if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalR, _MainTex, poiUV(poiMesh.uv[_RgbNormalRUV], _RgbNormalR_ST), _RgbNormalRPan, _RgbNormalRStochastic), _RgbNormalRScale * rgbMask.r);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
#if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalG, _MainTex, poiUV(poiMesh.uv[_RgbNormalGUV], _RgbNormalG_ST), _RgbNormalGPan, _RgbNormalGStochastic), _RgbNormalGScale * rgbMask.g);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
#if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalB, _MainTex, poiUV(poiMesh.uv[_RgbNormalBUV], _RgbNormalB_ST), _RgbNormalBPan, _RgbNormalBStochastic), _RgbNormalBScale * rgbMask.b);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
#if defined(PROP_RGBNORMALA) || !defined(OPTIMIZER_ENABLED)
normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_RgbNormalA, _MainTex, poiUV(poiMesh.uv[_RgbNormalAUV], _RgbNormalA_ST), _RgbNormalAPan, _RgbNormalAStochastic), _RgbNormalAScale * rgbMask.a);
newNormal = BlendNormals(newNormal, normalToBlendWith);
#endif
poiMesh.tangentSpaceNormal = BlendNormals(newNormal, poiMesh.tangentSpaceNormal);
}
#endif
}
#endif
//endex
void calculateRGBMask(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
//If RGB normals are in use this data will already exist
float4 rgbMask = float4(1, 1, 1, 1);
//UNITY_BRANCH
if (_RGBUseVertexColors)
{
rgbMask = poiMesh.vertexColor;
}
else
{
#if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED)
rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiUV(poiMesh.uv[_RGBMaskUV], _RGBMask_ST), _RGBMaskPan);
#else
rgbMask = 1;
#endif
}
#if defined(PROP_REDTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 red = POI2D_SAMPLER_PAN_STOCHASTIC(_RedTexture, _MainTex, poiUV(poiMesh.uv[_RedTextureUV], _RedTexture_ST), _RedTexturePan, _RedTextureStochastic);
#else
float4 red = 1;
#endif
#if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 green = POI2D_SAMPLER_PAN_STOCHASTIC(_GreenTexture, _MainTex, poiUV(poiMesh.uv[_GreenTextureUV], _GreenTexture_ST), _GreenTexturePan, _GreenTextureStochastic);
#else
float4 green = 1;
#endif
#if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 blue = POI2D_SAMPLER_PAN_STOCHASTIC(_BlueTexture, _MainTex, poiUV(poiMesh.uv[_BlueTextureUV], _BlueTexture_ST), _BlueTexturePan, _BlueTextureStochastic);
#else
float4 blue = 1;
#endif
#if defined(PROP_ALPHATEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 alpha = POI2D_SAMPLER_PAN_STOCHASTIC(_AlphaTexture, _MainTex, poiUV(poiMesh.uv[_AlphaTextureUV], _AlphaTexture_ST), _AlphaTexturePan, _AlphaTextureStochastic);
#else
float4 alpha = 1;
#endif
float4 maskFinal = 1;
maskFinal.r = red.a * saturate((rgbMask.r * _RedColor.a) + _RedAlphaAdd);
maskFinal.g = green.a * saturate((rgbMask.g * _GreenColor.a) + _GreenAlphaAdd);
maskFinal.b = blue.a * saturate((rgbMask.b * _BlueColor.a) + _BlueAlphaAdd);
maskFinal.a = alpha.a * saturate((rgbMask.a * _AlphaColor.a) + _AlphaAlphaAdd);
//UNITY_BRANCH
if (_RGBBlendMultiplicative)
{
float3 RGBColor = 1;
RGBColor = lerp(RGBColor, red.rgb * poiThemeColor(poiMods, _RedColor.rgb, _RedColorThemeIndex), maskFinal.r);
RGBColor = lerp(RGBColor, green.rgb * poiThemeColor(poiMods, _GreenColor.rgb, _GreenColorThemeIndex), maskFinal.g);
RGBColor = lerp(RGBColor, blue.rgb * poiThemeColor(poiMods, _BlueColor.rgb, _BlueColorThemeIndex), maskFinal.b);
RGBColor = lerp(RGBColor, alpha.rgb * poiThemeColor(poiMods, _AlphaColor.rgb, _AlphaColorThemeIndex), maskFinal.a);
poiFragData.baseColor *= RGBColor;
}
else
{
poiFragData.baseColor = lerp(poiFragData.baseColor, red.rgb * poiThemeColor(poiMods, _RedColor.rgb, _RedColorThemeIndex), maskFinal.r);
poiFragData.baseColor = lerp(poiFragData.baseColor, green.rgb * poiThemeColor(poiMods, _GreenColor.rgb, _GreenColorThemeIndex), maskFinal.g);
poiFragData.baseColor = lerp(poiFragData.baseColor, blue.rgb * poiThemeColor(poiMods, _BlueColor.rgb, _BlueColorThemeIndex), maskFinal.b);
poiFragData.baseColor = lerp(poiFragData.baseColor, alpha.rgb * poiThemeColor(poiMods, _AlphaColor.rgb, _AlphaColorThemeIndex), maskFinal.a);
}
}
#endif
//endex
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
float2 decalUV(float uvNumber, float2 position, half rotation, half rotationSpeed, half2 scale, float4 scaleOffset, float depth, in PoiMesh poiMesh, in PoiCam poiCam)
{
scaleOffset = float4(-scaleOffset.x, scaleOffset.y, -scaleOffset.z, scaleOffset.w);
float2 uv = poiMesh.uv[uvNumber] + calcParallax(depth + 1, poiCam);
float2 decalCenter = position;
float theta = radians(rotation + _Time.z * rotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
uv = remap(uv, float2(0, 0) - scale / 2 + position + scaleOffset.xz, scale / 2 + position + scaleOffset.yw, float2(0, 0), float2(1, 1));
return uv;
}
inline float3 decalHueShift(float enabled, float3 color, float shift, float shiftSpeed)
{
//UNITY_BRANCH
if (enabled)
{
color = hueShift(color, shift + _Time.x * shiftSpeed);
}
return color;
}
inline float applyTilingClipping(float enabled, float2 uv)
{
float ret = 1;
//UNITY_BRANCH
if (!enabled)
{
if (uv.x > 1 || uv.y > 1 || uv.x < 0 || uv.y < 0)
{
ret = 0;
}
}
return ret;
}
struct PoiDecal
{
float m_DecalMaskChannel;
float m_DecalGlobalMask;
float m_DecalGlobalMaskBlendType;
float m_DecalApplyGlobalMaskIndex;
float m_DecalApplyGlobalMaskBlendType;
float4 m_DecalTexture_ST;
float2 m_DecalTexturePan;
float m_DecalTextureUV;
float4 m_DecalColor;
float m_DecalColorThemeIndex;
fixed m_DecalTiled;
float m_DecalBlendType;
half m_DecalRotation;
half2 m_DecalScale;
float4 m_DecalSideOffset;
half2 m_DecalPosition;
half m_DecalRotationSpeed;
float m_DecalEmissionStrength;
float m_DecalBlendAlpha;
float m_DecalOverrideAlpha;
float m_DecalHueShiftEnabled;
float m_DecalHueShift;
float m_DecalHueShiftSpeed;
float m_DecalDepth;
float m_DecalHueAngleStrength;
float m_DecalChannelSeparationEnable;
float m_DecalChannelSeparation;
float m_DecalChannelSeparationPremultiply;
float m_DecalChannelSeparationHue;
float m_DecalChannelSeparationVertical;
float m_DecalChannelSeparationAngleStrength;
#if defined(POI_AUDIOLINK)
half m_AudioLinkDecalScaleBand;
float4 m_AudioLinkDecalScale;
half m_AudioLinkDecalRotationBand;
float2 m_AudioLinkDecalRotation;
half m_AudioLinkDecalAlphaBand;
float2 m_AudioLinkDecalAlpha;
half m_AudioLinkDecalEmissionBand;
float2 m_AudioLinkDecalEmission;
float m_DecalRotationCTALBand;
float m_DecalRotationCTALSpeed;
float m_DecalRotationCTALType;
float m_AudioLinkDecalColorChord;
float m_AudioLinkDecalSideBand;
float4 m_AudioLinkDecalSideMin;
float4 m_AudioLinkDecalSideMax;
float2 m_AudioLinkDecalChannelSeparation;
float m_AudioLinkDecalChannelSeparationBand;
#endif
float4 decalColor;
float2 decalScale;
float decalRotation;
float2 uv;
float4 dduv;
float4 sideMod;
float decalChannelOffset;
float4 decalMask;
void Init(in float4 DecalMask)
{
decalMask = DecalMask;
decalScale = m_DecalScale;
}
void InitAudiolink(in PoiMods poiMods)
{
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
decalScale += lerp(m_AudioLinkDecalScale.xy, m_AudioLinkDecalScale.zw, poiMods.audioLink[m_AudioLinkDecalScaleBand]);
sideMod += lerp(m_AudioLinkDecalSideMin, m_AudioLinkDecalSideMax, poiMods.audioLink[m_AudioLinkDecalSideBand]);
decalRotation += lerp(m_AudioLinkDecalRotation.x, m_AudioLinkDecalRotation.y, poiMods.audioLink[m_AudioLinkDecalRotationBand]);
decalRotation += AudioLinkGetChronoTime(m_DecalRotationCTALType, m_DecalRotationCTALBand) * m_DecalRotationCTALSpeed * 360;
decalChannelOffset += lerp(m_AudioLinkDecalChannelSeparation[0], m_AudioLinkDecalChannelSeparation[1], poiMods.audioLink[m_AudioLinkDecalChannelSeparationBand]);
}
#endif
}
void SampleDecalNoTexture(in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
{
uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
decalColor = float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
}
void SampleDecal(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
{
uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv), ddy(uv));
decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
}
void SampleDecalChannelSeparation(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
{
decalColor = 0;
decalChannelOffset += m_DecalChannelSeparation + m_DecalChannelSeparationAngleStrength * (m_DecalChannelSeparationAngleStrength > 0 ? (1 - poiLight.nDotV) : poiLight.nDotV);
float2 positionOffset = decalChannelOffset * 0.01 * (decalScale.x + decalScale.y) * float2(cos(m_DecalChannelSeparationVertical), sin(m_DecalChannelSeparationVertical));
float2 uvSample0 = decalUV(m_DecalTextureUV, m_DecalPosition + positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
float2 uvSample1 = decalUV(m_DecalTextureUV, m_DecalPosition - positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
float4 dduvSample0 = any(fwidth(uvSample0) > .5) ? 0.001 : float4(ddx(uvSample0), ddy(uvSample0));
float4 dduvSample1 = any(fwidth(uvSample1) > .5) ? 0.001 : float4(ddx(uvSample1), ddy(uvSample1));
float4 sample0 = tex2D(decalTexture, poiUV(uvSample0, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample0.xy, dduvSample0.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
float4 sample1 = tex2D(decalTexture, poiUV(uvSample1, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample1.xy, dduvSample1.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
sample0.rgb = decalHueShift(m_DecalHueShiftEnabled, sample0.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
sample1.rgb = decalHueShift(m_DecalHueShiftEnabled, sample1.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
float3 channelSeparationColor = HUEtoRGB(frac(m_DecalChannelSeparationHue));
if(m_DecalChannelSeparationPremultiply)
{
decalColor.rgb = lerp(sample0*sample0.a, sample1*sample1.a, channelSeparationColor);
}
else
{
decalColor.rgb = lerp(sample0, sample1, channelSeparationColor);
}
decalColor.a = 0.5*(sample0.a + sample1.a);
decalColor.a *= decalMask[m_DecalMaskChannel] * max(applyTilingClipping(m_DecalTiled, uvSample0), applyTilingClipping(m_DecalTiled, uvSample1));
}
void Apply(inout float alphaOverride, inout float decalAlpha, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
{
if (m_DecalGlobalMask > 0)
{
decalColor.a = customBlend(decalColor.a, poiMods.globalMask[m_DecalGlobalMask-1], m_DecalGlobalMaskBlendType);
}
float audioLinkDecalAlpha = 0;
float audioLinkDecalEmission = 0;
#ifdef POI_AUDIOLINK
audioLinkDecalEmission = lerp(m_AudioLinkDecalEmission.x, m_AudioLinkDecalEmission.y, poiMods.audioLink[m_AudioLinkDecalEmissionBand]) * poiMods.audioLinkAvailable;
if (m_AudioLinkDecalColorChord && poiMods.audioLinkAvailable)
{
decalColor.rgb *= AudioLinkLerp(ALPASS_CCSTRIP + float2(uv.x * AUDIOLINK_WIDTH, 0)).rgb;
}
audioLinkDecalAlpha = lerp(m_AudioLinkDecalAlpha.x, m_AudioLinkDecalAlpha.y, poiMods.audioLink[m_AudioLinkDecalAlphaBand]) * poiMods.audioLinkAvailable;
#endif
if (m_DecalOverrideAlpha)
{
alphaOverride += 1;
decalAlpha = lerp(decalAlpha, min(decalAlpha, decalColor.a), decalMask[m_DecalMaskChannel]);
}
float decalAlphaMixed = decalColor.a * saturate(m_DecalBlendAlpha + audioLinkDecalAlpha);
if (m_DecalApplyGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, m_DecalApplyGlobalMaskIndex-1, m_DecalApplyGlobalMaskBlendType, decalAlphaMixed);
}
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, decalColor.rgb, m_DecalBlendType), decalAlphaMixed);
poiFragData.emission += decalColor.rgb * decalColor.a * max(m_DecalEmissionStrength + audioLinkDecalEmission, 0);
}
};
void applyDecals(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
{
float decalAlpha = 1;
float alphaOverride = 0;
#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
float4 decalMask = POI2D_SAMPLER_PAN(_DecalMask, _MainTex, poiUV(poiMesh.uv[_DecalMaskUV], _DecalMask_ST), _DecalMaskPan);
#else
float4 decalMask = 1;
#endif
#ifdef TPS_Penetrator
if (_DecalTPSDepthMaskEnabled)
{
decalMask.r = lerp(0, decalMask.r * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal0TPSMaskStrength);
decalMask.g = lerp(0, decalMask.g * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal1TPSMaskStrength);
decalMask.b = lerp(0, decalMask.b * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal2TPSMaskStrength);
decalMask.a = lerp(0, decalMask.a * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Decal3TPSMaskStrength);
}
#endif
float4 decalColor = 1;
float2 uv = 0;
// yaes
//ifex _DecalEnabled==0
#ifdef GEOM_TYPE_BRANCH
PoiDecal Decal0;
PoiInitStruct(PoiDecal, Decal0)
Decal0.m_DecalMaskChannel = _Decal0MaskChannel;
Decal0.m_DecalGlobalMask = _Decal0GlobalMask;
Decal0.m_DecalGlobalMaskBlendType = _Decal0GlobalMaskBlendType;
Decal0.m_DecalApplyGlobalMaskIndex = _Decal0ApplyGlobalMaskIndex;
Decal0.m_DecalApplyGlobalMaskBlendType = _Decal0ApplyGlobalMaskBlendType;
Decal0.m_DecalTexture_ST = _DecalTexture_ST;
Decal0.m_DecalTexturePan = _DecalTexturePan;
Decal0.m_DecalTextureUV = _DecalTextureUV;
Decal0.m_DecalColor = _DecalColor;
Decal0.m_DecalColorThemeIndex = _DecalColorThemeIndex;
Decal0.m_DecalTiled = _DecalTiled;
Decal0.m_DecalBlendType = _DecalBlendType;
Decal0.m_DecalRotation = _DecalRotation;
Decal0.m_DecalScale = _DecalScale;
Decal0.m_DecalSideOffset = _DecalSideOffset;
Decal0.m_DecalPosition = _DecalPosition;
Decal0.m_DecalRotationSpeed = _DecalRotationSpeed;
Decal0.m_DecalEmissionStrength = _DecalEmissionStrength;
Decal0.m_DecalBlendAlpha = _DecalBlendAlpha;
Decal0.m_DecalOverrideAlpha = _DecalOverrideAlpha;
Decal0.m_DecalHueShiftEnabled = _DecalHueShiftEnabled;
Decal0.m_DecalHueShift = _DecalHueShift;
Decal0.m_DecalHueShiftSpeed = _DecalHueShiftSpeed;
Decal0.m_DecalDepth = _Decal0Depth;
Decal0.m_DecalHueAngleStrength = _Decal0HueAngleStrength;
Decal0.m_DecalChannelSeparationEnable = _Decal0ChannelSeparationEnable;
Decal0.m_DecalChannelSeparation = _Decal0ChannelSeparation;
Decal0.m_DecalChannelSeparationPremultiply = _Decal0ChannelSeparationPremultiply;
Decal0.m_DecalChannelSeparationHue = _Decal0ChannelSeparationHue;
Decal0.m_DecalChannelSeparationVertical = _Decal0ChannelSeparationVertical;
Decal0.m_DecalChannelSeparationAngleStrength = _Decal0ChannelSeparationAngleStrength;
Decal0.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal0.m_AudioLinkDecalScaleBand = _AudioLinkDecal0ScaleBand;
Decal0.m_AudioLinkDecalScale = _AudioLinkDecal0Scale;
Decal0.m_AudioLinkDecalRotationBand = _AudioLinkDecal0RotationBand;
Decal0.m_AudioLinkDecalRotation = _AudioLinkDecal0Rotation;
Decal0.m_AudioLinkDecalAlphaBand = _AudioLinkDecal0AlphaBand;
Decal0.m_AudioLinkDecalAlpha = _AudioLinkDecal0Alpha;
Decal0.m_AudioLinkDecalEmissionBand = _AudioLinkDecal0EmissionBand;
Decal0.m_AudioLinkDecalEmission = _AudioLinkDecal0Emission;
Decal0.m_DecalRotationCTALBand = _DecalRotationCTALBand0;
Decal0.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed0;
Decal0.m_DecalRotationCTALType = _DecalRotationCTALType0;
Decal0.m_AudioLinkDecalColorChord = _AudioLinkDecalCC0;
Decal0.m_AudioLinkDecalSideBand = _AudioLinkDecal0SideBand;
Decal0.m_AudioLinkDecalSideMin = _AudioLinkDecal0SideMin;
Decal0.m_AudioLinkDecalSideMax = _AudioLinkDecal0SideMax;
Decal0.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal0ChannelSeparation;
Decal0.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal0ChannelSeparationBand;
Decal0.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal0ChannelSeparationEnable==0
if(_Decal0ChannelSeparationEnable)
{
Decal0.SampleDecalChannelSeparation(_DecalTexture, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal0ChannelSeparationEnable==1
if(!_Decal0ChannelSeparationEnable)
{
Decal0.SampleDecal(_DecalTexture, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal0.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal0.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
//ifex _DecalEnabled1==0
#ifdef GEOM_TYPE_BRANCH_DETAIL
PoiDecal Decal1;
PoiInitStruct(PoiDecal, Decal1)
Decal1.m_DecalMaskChannel = _Decal1MaskChannel;
Decal1.m_DecalGlobalMask = _Decal1GlobalMask;
Decal1.m_DecalGlobalMaskBlendType = _Decal1GlobalMaskBlendType;
Decal1.m_DecalApplyGlobalMaskIndex = _Decal1ApplyGlobalMaskIndex;
Decal1.m_DecalApplyGlobalMaskBlendType = _Decal1ApplyGlobalMaskBlendType;
Decal1.m_DecalTexture_ST = _DecalTexture1_ST;
Decal1.m_DecalTexturePan = _DecalTexture1Pan;
Decal1.m_DecalTextureUV = _DecalTexture1UV;
Decal1.m_DecalColor = _DecalColor1;
Decal1.m_DecalColorThemeIndex = _DecalColor1ThemeIndex;
Decal1.m_DecalTiled = _DecalTiled1;
Decal1.m_DecalBlendType = _DecalBlendType1;
Decal1.m_DecalRotation = _DecalRotation1;
Decal1.m_DecalScale = _DecalScale1;
Decal1.m_DecalSideOffset = _DecalSideOffset1;
Decal1.m_DecalPosition = _DecalPosition1;
Decal1.m_DecalRotationSpeed = _DecalRotationSpeed1;
Decal1.m_DecalEmissionStrength = _DecalEmissionStrength1;
Decal1.m_DecalBlendAlpha = _DecalBlendAlpha1;
Decal1.m_DecalOverrideAlpha = _DecalOverrideAlpha1;
Decal1.m_DecalHueShiftEnabled = _DecalHueShiftEnabled1;
Decal1.m_DecalHueShift = _DecalHueShift1;
Decal1.m_DecalHueShiftSpeed = _DecalHueShiftSpeed1;
Decal1.m_DecalDepth = _Decal1Depth;
Decal1.m_DecalHueAngleStrength = _Decal1HueAngleStrength;
Decal1.m_DecalChannelSeparationEnable = _Decal1ChannelSeparationEnable;
Decal1.m_DecalChannelSeparation = _Decal1ChannelSeparation;
Decal1.m_DecalChannelSeparationPremultiply = _Decal1ChannelSeparationPremultiply;
Decal1.m_DecalChannelSeparationHue = _Decal1ChannelSeparationHue;
Decal1.m_DecalChannelSeparationVertical = _Decal1ChannelSeparationVertical;
Decal1.m_DecalChannelSeparationAngleStrength = _Decal1ChannelSeparationAngleStrength;
Decal1.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal1.m_AudioLinkDecalScaleBand = _AudioLinkDecal1ScaleBand;
Decal1.m_AudioLinkDecalScale = _AudioLinkDecal1Scale;
Decal1.m_AudioLinkDecalRotationBand = _AudioLinkDecal1RotationBand;
Decal1.m_AudioLinkDecalRotation = _AudioLinkDecal1Rotation;
Decal1.m_AudioLinkDecalAlphaBand = _AudioLinkDecal1AlphaBand;
Decal1.m_AudioLinkDecalAlpha = _AudioLinkDecal1Alpha;
Decal1.m_AudioLinkDecalEmissionBand = _AudioLinkDecal1EmissionBand;
Decal1.m_AudioLinkDecalEmission = _AudioLinkDecal1Emission;
Decal1.m_DecalRotationCTALBand = _DecalRotationCTALBand1;
Decal1.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed1;
Decal1.m_DecalRotationCTALType = _DecalRotationCTALType1;
Decal1.m_AudioLinkDecalColorChord = _AudioLinkDecalCC1;
Decal1.m_AudioLinkDecalSideBand = _AudioLinkDecal1SideBand;
Decal1.m_AudioLinkDecalSideMin = _AudioLinkDecal1SideMin;
Decal1.m_AudioLinkDecalSideMax = _AudioLinkDecal1SideMax;
Decal1.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal1ChannelSeparation;
Decal1.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal1ChannelSeparationBand;
Decal1.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE1) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal1ChannelSeparationEnable==0
if(_Decal1ChannelSeparationEnable)
{
Decal1.SampleDecalChannelSeparation(_DecalTexture1, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal1ChannelSeparationEnable==1
if(!_Decal1ChannelSeparationEnable)
{
Decal1.SampleDecal(_DecalTexture1, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal1.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal1.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
//ifex _DecalEnabled2==0
#ifdef GEOM_TYPE_FROND
PoiDecal Decal2;
PoiInitStruct(PoiDecal, Decal2)
Decal2.m_DecalMaskChannel = _Decal2MaskChannel;
Decal2.m_DecalGlobalMask = _Decal2GlobalMask;
Decal2.m_DecalGlobalMaskBlendType = _Decal2GlobalMaskBlendType;
Decal2.m_DecalApplyGlobalMaskIndex = _Decal2ApplyGlobalMaskIndex;
Decal2.m_DecalApplyGlobalMaskBlendType = _Decal2ApplyGlobalMaskBlendType;
Decal2.m_DecalTexture_ST = _DecalTexture2_ST;
Decal2.m_DecalTexturePan = _DecalTexture2Pan;
Decal2.m_DecalTextureUV = _DecalTexture2UV;
Decal2.m_DecalColor = _DecalColor2;
Decal2.m_DecalColorThemeIndex = _DecalColor2ThemeIndex;
Decal2.m_DecalTiled = _DecalTiled2;
Decal2.m_DecalBlendType = _DecalBlendType2;
Decal2.m_DecalRotation = _DecalRotation2;
Decal2.m_DecalScale = _DecalScale2;
Decal2.m_DecalSideOffset = _DecalSideOffset2;
Decal2.m_DecalPosition = _DecalPosition2;
Decal2.m_DecalRotationSpeed = _DecalRotationSpeed2;
Decal2.m_DecalEmissionStrength = _DecalEmissionStrength2;
Decal2.m_DecalBlendAlpha = _DecalBlendAlpha2;
Decal2.m_DecalOverrideAlpha = _DecalOverrideAlpha2;
Decal2.m_DecalHueShiftEnabled = _DecalHueShiftEnabled2;
Decal2.m_DecalHueShift = _DecalHueShift2;
Decal2.m_DecalHueShiftSpeed = _DecalHueShiftSpeed2;
Decal2.m_DecalDepth = _Decal2Depth;
Decal2.m_DecalHueAngleStrength = _Decal2HueAngleStrength;
Decal2.m_DecalChannelSeparationEnable = _Decal2ChannelSeparationEnable;
Decal2.m_DecalChannelSeparation = _Decal2ChannelSeparation;
Decal2.m_DecalChannelSeparationPremultiply = _Decal2ChannelSeparationPremultiply;
Decal2.m_DecalChannelSeparationHue = _Decal2ChannelSeparationHue;
Decal2.m_DecalChannelSeparationVertical = _Decal2ChannelSeparationVertical;
Decal2.m_DecalChannelSeparationAngleStrength = _Decal2ChannelSeparationAngleStrength;
Decal2.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal2.m_AudioLinkDecalScaleBand = _AudioLinkDecal2ScaleBand;
Decal2.m_AudioLinkDecalScale = _AudioLinkDecal2Scale;
Decal2.m_AudioLinkDecalRotationBand = _AudioLinkDecal2RotationBand;
Decal2.m_AudioLinkDecalRotation = _AudioLinkDecal2Rotation;
Decal2.m_AudioLinkDecalAlphaBand = _AudioLinkDecal2AlphaBand;
Decal2.m_AudioLinkDecalAlpha = _AudioLinkDecal2Alpha;
Decal2.m_AudioLinkDecalEmissionBand = _AudioLinkDecal2EmissionBand;
Decal2.m_AudioLinkDecalEmission = _AudioLinkDecal2Emission;
Decal2.m_DecalRotationCTALBand = _DecalRotationCTALBand2;
Decal2.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed2;
Decal2.m_DecalRotationCTALType = _DecalRotationCTALType2;
Decal2.m_AudioLinkDecalColorChord = _AudioLinkDecalCC2;
Decal2.m_AudioLinkDecalSideBand = _AudioLinkDecal2SideBand;
Decal2.m_AudioLinkDecalSideMin = _AudioLinkDecal2SideMin;
Decal2.m_AudioLinkDecalSideMax = _AudioLinkDecal2SideMax;
Decal2.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal2ChannelSeparation;
Decal2.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal2ChannelSeparationBand;
Decal2.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE2) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal2ChannelSeparationEnable==0
if(_Decal2ChannelSeparationEnable)
{
Decal2.SampleDecalChannelSeparation(_DecalTexture2, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal2ChannelSeparationEnable==1
if(!_Decal2ChannelSeparationEnable)
{
Decal2.SampleDecal(_DecalTexture2, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal2.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal2.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
//ifex _DecalEnabled3==0
#ifdef DEPTH_OF_FIELD_COC_VIEW
PoiDecal Decal3;
PoiInitStruct(PoiDecal, Decal3)
Decal3.m_DecalMaskChannel = _Decal3MaskChannel;
Decal3.m_DecalGlobalMask = _Decal3GlobalMask;
Decal3.m_DecalGlobalMaskBlendType = _Decal3GlobalMaskBlendType;
Decal3.m_DecalApplyGlobalMaskIndex = _Decal3ApplyGlobalMaskIndex;
Decal3.m_DecalApplyGlobalMaskBlendType = _Decal3ApplyGlobalMaskBlendType;
Decal3.m_DecalTexture_ST = _DecalTexture3_ST;
Decal3.m_DecalTexturePan = _DecalTexture3Pan;
Decal3.m_DecalTextureUV = _DecalTexture3UV;
Decal3.m_DecalColor = _DecalColor3;
Decal3.m_DecalColorThemeIndex = _DecalColor3ThemeIndex;
Decal3.m_DecalTiled = _DecalTiled3;
Decal3.m_DecalBlendType = _DecalBlendType3;
Decal3.m_DecalRotation = _DecalRotation3;
Decal3.m_DecalScale = _DecalScale3;
Decal3.m_DecalSideOffset = _DecalSideOffset3;
Decal3.m_DecalPosition = _DecalPosition3;
Decal3.m_DecalRotationSpeed = _DecalRotationSpeed3;
Decal3.m_DecalEmissionStrength = _DecalEmissionStrength3;
Decal3.m_DecalBlendAlpha = _DecalBlendAlpha3;
Decal3.m_DecalOverrideAlpha = _DecalOverrideAlpha3;
Decal3.m_DecalHueShiftEnabled = _DecalHueShiftEnabled3;
Decal3.m_DecalHueShift = _DecalHueShift3;
Decal3.m_DecalHueShiftSpeed = _DecalHueShiftSpeed3;
Decal3.m_DecalDepth = _Decal3Depth;
Decal3.m_DecalHueAngleStrength = _Decal3HueAngleStrength;
Decal3.m_DecalChannelSeparationEnable = _Decal3ChannelSeparationEnable;
Decal3.m_DecalChannelSeparation = _Decal3ChannelSeparation;
Decal3.m_DecalChannelSeparationPremultiply = _Decal3ChannelSeparationPremultiply;
Decal3.m_DecalChannelSeparationHue = _Decal3ChannelSeparationHue;
Decal3.m_DecalChannelSeparationVertical = _Decal3ChannelSeparationVertical;
Decal3.m_DecalChannelSeparationAngleStrength = _Decal3ChannelSeparationAngleStrength;
Decal3.Init(decalMask);
#if defined(POI_AUDIOLINK)
Decal3.m_AudioLinkDecalScaleBand = _AudioLinkDecal3ScaleBand;
Decal3.m_AudioLinkDecalScale = _AudioLinkDecal3Scale;
Decal3.m_AudioLinkDecalRotationBand = _AudioLinkDecal3RotationBand;
Decal3.m_AudioLinkDecalRotation = _AudioLinkDecal3Rotation;
Decal3.m_AudioLinkDecalAlphaBand = _AudioLinkDecal3AlphaBand;
Decal3.m_AudioLinkDecalAlpha = _AudioLinkDecal3Alpha;
Decal3.m_AudioLinkDecalEmissionBand = _AudioLinkDecal3EmissionBand;
Decal3.m_AudioLinkDecalEmission = _AudioLinkDecal3Emission;
Decal3.m_DecalRotationCTALBand = _DecalRotationCTALBand3;
Decal3.m_DecalRotationCTALSpeed = _DecalRotationCTALSpeed3;
Decal3.m_DecalRotationCTALType = _DecalRotationCTALType3;
Decal3.m_AudioLinkDecalColorChord = _AudioLinkDecalCC3;
Decal3.m_AudioLinkDecalSideBand = _AudioLinkDecal3SideBand;
Decal3.m_AudioLinkDecalSideMin = _AudioLinkDecal3SideMin;
Decal3.m_AudioLinkDecalSideMax = _AudioLinkDecal3SideMax;
Decal3.m_AudioLinkDecalChannelSeparation = _AudioLinkDecal3ChannelSeparation;
Decal3.m_AudioLinkDecalChannelSeparationBand = _AudioLinkDecal3ChannelSeparationBand;
Decal3.InitAudiolink(poiMods);
#endif
#if defined(PROP_DECALTEXTURE3) || !defined(OPTIMIZER_ENABLED)
//ifex _Decal3ChannelSeparationEnable==0
if(_Decal3ChannelSeparationEnable)
{
Decal3.SampleDecalChannelSeparation(_DecalTexture3, poiMods, poiLight, poiMesh, poiCam);
}
//endex
//ifex _Decal3ChannelSeparationEnable==1
if(!_Decal3ChannelSeparationEnable)
{
Decal3.SampleDecal(_DecalTexture3, poiMods, poiLight, poiMesh, poiCam);
}
//endex
#else
Decal3.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
#endif
Decal3.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//endex
if (alphaOverride)
{
poiFragData.alpha *= decalAlpha;
}
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
{
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[_DissolveMaskUV], _DissolveMask_ST), _DissolveMaskPan).r;
#else
float dissolveMask = 1;
#endif
UNITY_BRANCH
if (_DissolveUseVertexColors)
{
// Vertex Color Imprecision hype
dissolveMask = ceil(poiMesh.vertexColor.g * 100000) / 100000;
}
if (_DissolveMaskGlobalMask > 0)
{
dissolveMask = customBlend(dissolveMask, poiMods.globalMask[_DissolveMaskGlobalMask-1], _DissolveMaskGlobalMaskBlendType);
}
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[_DissolveToTextureUV], _DissolveToTexture_ST), _DissolveToTexturePan) * float4(poiThemeColor(poiMods, _DissolveTextureColor.rgb, _DissolveTextureColorThemeIndex), _DissolveTextureColor.a);
#else
dissolveToTexture = _DissolveTextureColor;
#endif
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[_DissolveNoiseTextureUV], _DissolveNoiseTexture_ST), _DissolveNoiseTexturePan).r;
#else
float dissolveNoiseTexture = 1;
#endif
float da = _DissolveAlpha
+ _DissolveAlpha0
+ _DissolveAlpha1
+ _DissolveAlpha2
+ _DissolveAlpha3
+ _DissolveAlpha4
+ _DissolveAlpha5
+ _DissolveAlpha6
+ _DissolveAlpha7
+ _DissolveAlpha8
+ _DissolveAlpha9;
float dds = _DissolveDetailStrength;
if(_UVTileDissolveEnabled)
{
float2 udim = floor(poiMesh.uv[(int)_UVTileDissolveUV]);
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
da += (udim.y >= 0 && udim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0, _UVTileDissolveAlpha_Row0_1, _UVTileDissolveAlpha_Row0_2, _UVTileDissolveAlpha_Row0_3), xMask);
da += (udim.y >= 1 && udim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0, _UVTileDissolveAlpha_Row1_1, _UVTileDissolveAlpha_Row1_2, _UVTileDissolveAlpha_Row1_3), xMask);
da += (udim.y >= 2 && udim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0, _UVTileDissolveAlpha_Row2_1, _UVTileDissolveAlpha_Row2_2, _UVTileDissolveAlpha_Row2_3), xMask);
da += (udim.y >= 3 && udim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0, _UVTileDissolveAlpha_Row3_1, _UVTileDissolveAlpha_Row3_2, _UVTileDissolveAlpha_Row3_3), xMask);
}
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (_EnableDissolveAudioLink && poiMods.audioLinkAvailable)
{
da += lerp(_AudioLinkDissolveAlpha.x, _AudioLinkDissolveAlpha.y, poiMods.audioLink[_AudioLinkDissolveAlphaBand]);
dds += lerp(_AudioLinkDissolveDetail.x, _AudioLinkDissolveDetail.y, poiMods.audioLink[_AudioLinkDissolveDetailBand]);
}
#endif
da = saturate(da);
dds = saturate(dds);
if (_DissolveMaskInvert)
{
dissolveMask = 1 - dissolveMask;
}
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[_DissolveDetailNoiseUV], _DissolveDetailNoise_ST), _DissolveDetailNoisePan);
#else
float dissolveDetailNoise = 0;
#endif
if (_DissolveInvertNoise)
{
dissolveNoiseTexture = 1 - dissolveNoiseTexture;
}
if (_DissolveInvertDetailNoise)
{
dissolveDetailNoise = 1 - dissolveDetailNoise;
}
if (_ContinuousDissolve != 0)
{
da = sin(_Time.x * _ContinuousDissolve) * .5 + .5;
}
da *= dissolveMask;
dissolveAlpha = da;
edgeAlpha = 0;
[flatten]
switch(_DissolveType)
{
default: // Basic (case 1)
{
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
case 2: // Point to Point
{
float3 direction;
float3 currentPos;
float distanceTo = 0;
direction = normalize(_DissolveEndPoint - _DissolveStartPoint);
currentPos = lerp(_DissolveStartPoint, _DissolveEndPoint, dissolveAlpha);
UNITY_BRANCH
if (_DissolveP2PWorldLocal != 1)
{
float3 pos = _DissolveP2PWorldLocal == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = step(distanceTo, 0);
edgeAlpha *= 1 - dissolveAlpha;
}
else
{
distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = (distanceTo < 0) ? 1 : 0;
edgeAlpha *= 1 - dissolveAlpha;
}
if(_DissolveP2PClamp)
{
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 3: // Spherical
{
if(_SphericalDissolveInvert)
{
da = remap(da, 1, 0, -_DissolveEdgeWidth, 1);
} else {
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
}
dissolveAlpha = da;
dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), _DissolveDetailEdgeSmoothing);
float currentDistance = lerp(0, _SphericalDissolveRadius, dissolveAlpha);
float fragDistance = distance(_SphericalDissolveCenter, poiMesh.localPos.xyz);
float normalizedDistance;
normalizedDistance = (fragDistance - currentDistance) / (_SphericalDissolveRadius + 0.0001) - dissolveDetailNoise * dds;
if(_SphericalDissolveInvert)
{
dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, -normalizedDistance);
} else {
dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, normalizedDistance);
}
if(_SphericalDissolveClamp)
{
da = lerp(da, 1 - da, _SphericalDissolveInvert);
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 4: // CenterOut
{
float ramp = 0.5;
float noise;
[flatten]
switch(_CenterOutDissolveMode)
{
case 1: // View Direction
{
ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, _CenterOutDissolveNormals));
break;
}
case 2: // Custom Direction
{
ramp = dot(normalize(_CenterOutDissolveDirection), lerp(poiMesh.normals[0], poiMesh.normals[1], _CenterOutDissolveNormals));
ramp = saturate(ramp * .5 + 0.5);
break;
}
case 3: // Light Direction
{
ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, _CenterOutDissolveNormals);
ramp = saturate(ramp * .5 + 0.5);
break;
}
}
if(_CenterOutDissolvePower != 1)
{
ramp = pow(ramp, _CenterOutDissolvePower);
}
if(!_CenterOutDissolveInvert)
{
ramp = 1 - ramp;
}
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
noise = saturate(ramp - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
}
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveHueShiftEnabled)
{
dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, _DissolveHueShift + _Time.x * _DissolveHueShiftSpeed);
}
#endif
poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
UNITY_BRANCH
if (_DissolveEdgeWidth || (_DissolveType == 2 && _DissolveP2PEdgeLength != 0))
{
edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), _DissolveEdgeGradient_ST)) * float4(poiThemeColor(poiMods, _DissolveEdgeColor.rgb, _DissolveEdgeColorThemeIndex), _DissolveEdgeColor.a);
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveEdgeHueShiftEnabled)
{
edgeColor.rgb = hueShift(edgeColor.rgb, _DissolveEdgeHueShift + _Time.x * _DissolveEdgeHueShiftSpeed);
}
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
}
poiFragData.emission += lerp(0, dissolveToTexture * _DissolveToEmissionStrength, dissolveAlpha) + lerp(0, edgeColor.rgb * _DissolveEdgeEmission, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
#endif
}
#endif
//endex
//ifex _ShadingEnabled==0
#ifdef VIGNETTE_MASKED
//CLOTH
#ifdef _LIGHTINGMODE_CLOTH
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL)
{
// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
float a2 = roughness * roughness;
// TODO: lambdaV can be pre-computed for all the lights, it should be moved out of this function
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
float v = 0.5 / (lambdaV + lambdaL);
// a2=0 => v = 1 / 4*NoL*NoV => min=1/4, max=+inf
// a2=1 => v = 1 / 2*(NoL+NoV) => min=1/4, max=+inf
// clamp to the maximum value representable in mediump
return v;
}
float D_GGX(float roughness, float NoH)
{
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
// 2) NoH doesn't have enough precision around 1.0
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
// However, we can do better using Lagrange's identity:
// ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
// since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
// This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
// enough precision).
// Overall this yields better performance, keeping all computations in mediump
float oneMinusNoHSquared = 1.0 - NoH * NoH;
float a = NoH * roughness;
float k = roughness / (oneMinusNoHSquared + a * a);
float d = k * k * (1.0 / UNITY_PI);
return d;
}
// https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L94-L100
float D_Charlie(float roughness, float NoH)
{
// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
float invAlpha = 1.0 / roughness;
float cos2h = NoH * NoH;
float sin2h = max(1.0 - cos2h, 0.0078125); // 0.0078125 = 2^(-14/2), so sin2h^2 > 0 in fp16
return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * UNITY_PI);
}
// https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L136-L139
float V_Neubelt(float NoV, float NoL)
{
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
return 1.0 / (4.0 * (NoL + NoV - NoL * NoV));
}
float Distribution(float roughness, float NoH, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(GGXTerm(roughness, NoH), D_Charlie(roughness, NoH), cloth);
}
//endex
return cloth <= 0.5 ? GGXTerm(roughness, NoH) : D_Charlie(roughness, NoH);
}
float Visibility(float roughness, float NoV, float NoL, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(V_SmithGGXCorrelated(roughness, NoV, NoL), V_Neubelt(NoV, NoL), cloth);
}
//endex
return cloth <= 0.5 ? V_SmithGGXCorrelated(roughness, NoV, NoL) : V_Neubelt(NoV, NoL);
}
float F_Schlick(float3 f0, float f90, float VoH)
{
// Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
return f0 + (f90 - f0) * pow(1.0 - VoH, 5);
}
float F_Schlick(float3 f0, float VoH)
{
float f = pow(1.0 - VoH, 5.0);
return f + f0 * (1.0 - f);
}
float Fresnel(float3 f0, float LoH)
{
float f90 = saturate(dot(f0, float(50.0 * 0.33).xxx));
return F_Schlick(f0, f90, LoH);
}
float Fd_Burley(float roughness, float NoV, float NoL, float LoH)
{
// Burley 2012, "Physically-Based Shading at Disney"
float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
float lightScatter = F_Schlick(1.0, f90, NoL);
float viewScatter = F_Schlick(1.0, f90, NoV);
return lightScatter * viewScatter;
}
// Energy conserving wrap diffuse term, does *not* include the divide by PI
float Fd_Wrap(float NoL, float w)
{
return saturate((NoL + w) / pow(1.0 + w, 2));
}
float4 SampleDFG(float NoV, float perceptualRoughness)
{
return _ClothDFG.Sample(sampler_ClothDFG, float3(NoV, perceptualRoughness, 0));
}
float3 EnvBRDF(float2 dfg, float3 f0)
{
return f0 * dfg.x + dfg.y;
}
float3 EnvBRDFMultiscatter(float3 dfg, float3 f0, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(lerp(dfg.xxx, dfg.yyy, f0), f0 * dfg.z, cloth);
}
//endex
return cloth <= 0.5 ? lerp(dfg.xxx, dfg.yyy, f0) : f0 * dfg.z;
}
float3 EnvBRDFEnergyCompensation(float3 dfg, float3 f0, float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return lerp(1.0 + f0 * (1.0 / dfg.y - 1.0), 1, cloth);
}
//endex
return cloth <= 0.5 ? 1.0 + f0 * (1.0 / dfg.y - 1.0) : 1;
}
//
float ClothMetallic(float cloth)
{
//ifex _ClothLerp==0
if(_ClothLerp)
{
return cloth;
}
//endex
return cloth <= 0.5 ? 1 : 0;
}
float3 Specular(float roughness, PoiLight poiLight, float f0, float3 normal, float cloth)
{
float NoL = poiLight.nDotLSaturated;
float NoH = poiLight.nDotH;
float LoH = poiLight.lDotH;
float NoV = poiLight.nDotV;
float D = Distribution(roughness, NoH, cloth);
float V = Visibility(roughness, NoV, NoL, cloth);
float3 F = Fresnel(f0, LoH);
return (D * V) * F;
}
float3 getBoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float SpecularAO(float NoV, float ao, float roughness)
{
return clamp(pow(NoV + ao, exp2(-16.0 * roughness - 1.0)) - 1.0 + ao, 0.0, 1.0);
}
float3 IndirectSpecular(float3 dfg, float roughness, float occlusion, float energyCompensation, float cloth, float3 indirectDiffuse, float f0, PoiLight poiLight, PoiFragData poiFragData, PoiCam poiCam, PoiMesh poiMesh)
{
float3 normal = poiMesh.normals[1];
float3 reflDir = reflect(-poiCam.viewDir, normal);
Unity_GlossyEnvironmentData envData;
envData.roughness = roughness;
envData.reflUVW = getBoxProjection(reflDir, poiMesh.worldPos, unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
float3 probe0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData);
float3 indirectSpecular = probe0;
#if UNITY_SPECCUBE_BLENDING
UNITY_BRANCH
if (unity_SpecCube0_BoxMin.w < 0.99999)
{
envData.reflUVW = getBoxProjection(reflDir, poiMesh.worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz);
float3 probe1 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0), unity_SpecCube1_HDR, envData);
indirectSpecular = lerp(probe1, probe0, unity_SpecCube0_BoxMin.w);
}
#endif
float horizon = min(1 + dot(reflDir, normal), 1);
indirectSpecular = indirectSpecular * horizon * horizon * energyCompensation * EnvBRDFMultiscatter(dfg, f0, cloth);
indirectSpecular *= SpecularAO(poiLight.nDotV, occlusion, roughness);
return indirectSpecular;
};
#endif
// CLOTH END
float _LightingWrappedWrap;
float _LightingWrappedNormalization;
// Green’s model with adjustable energy
// http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
// Modified for adjustable conservation ratio and over-wrap to directionless
float RTWrapFunc(in float dt, in float w, in float norm)
{
float cw = saturate(w);
float o = (dt + cw) / ((1.0 + cw) * (1.0 + cw * norm));
float flt = 1.0 - 0.85 * norm;
if (w > 1.0)
{
o = lerp(o, flt, w - 1.0);
}
return o;
}
float3 GreenWrapSH(float fA) // Greens unoptimized and non-normalized
{
float fAs = saturate(fA);
float4 t = float4(fA + 1, fAs - 1, fA - 2, fAs + 1); // DJL edit: allow wrapping to L0-only at w=2
return float3(t.x, -t.z * t.x / 3, 0.25 * t.y * t.y * t.w);
}
float3 GreenWrapSHOpt(float fW) // optimised and normalized https://blog.selfshadow.com/2012/01/07/righting-wrap-part-2/
{
const float4 t0 = float4(0.0, 1.0 / 4.0, -1.0 / 3.0, -1.0 / 2.0);
const float4 t1 = float4(1.0, 2.0 / 3.0, 1.0 / 4.0, 0.0);
float3 fWs = float3(fW, fW, saturate(fW)); // DJL edit: allow wrapping to L0-only at w=2
float3 r;
r.xyz = t0.xxy * fWs + t0.xzw;
r.xyz = r.xyz * fWs + t1.xyz;
return r;
}
float3 ShadeSH9_wrapped(float3 normal, float wrap)
{
float3 x0, x1, x2;
float3 conv = lerp(GreenWrapSH(wrap), GreenWrapSHOpt(wrap), _LightingWrappedNormalization); // Should try optimizing this...
conv *= float3(1, 1.5, 4); // Undo pre-applied cosine convolution by using the inverse
// Constant (L0)
x0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
// Remove pre-applied constant part from L(2,0) to apply correct convolution
float3 L2_0 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / - 3.0;
x0 -= L2_0;
// Linear (L1) polynomial terms
x1.r = dot(unity_SHAr.xyz, normal);
x1.g = dot(unity_SHAg.xyz, normal);
x1.b = dot(unity_SHAb.xyz, normal);
// 4 of the quadratic (L2) polynomials
float4 vB = normal.xyzz * normal.yzzx;
x2.r = dot(unity_SHBr, vB);
x2.g = dot(unity_SHBg, vB);
x2.b = dot(unity_SHBb, vB);
// Final (5th) quadratic (L2) polynomial
float vC = normal.x * normal.x - normal.y * normal.y;
x2 += unity_SHC.rgb * vC;
// Move back the constant part of L(2,0)
x2 += L2_0;
return x0 * conv.x + x1 * conv.y + x2 * conv.z;
}
float3 GetSHDirectionL1()
{
// For efficiency, we only get the direction from L1.
// Because getting it from L2 would be too hard!
return Unity_SafeNormalize((unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz));
}
// Returns the value from SH in the lighting direction with the
// brightest intensity.
half3 GetSHMaxL1()
{
float3 maxDirection = GetSHDirectionL1();
return ShadeSH9_wrapped(maxDirection, 0);
}
#ifdef _LIGHTINGMODE_SHADEMAP
void applyShadeMapping(inout PoiFragData poiFragData, PoiMesh poiMesh, inout PoiLight poiLight)
{
float MainColorFeatherStep = _BaseColor_Step - _BaseShade_Feather;
float firstColorFeatherStep = _ShadeColor_Step - _1st2nd_Shades_Feather;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 firstShadeMap = POI2D_SAMPLER_PAN(_1st_ShadeMap, _MainTex, poiUV(poiMesh.uv[_1st_ShadeMapUV], _1st_ShadeMap_ST), _1st_ShadeMapPan);
#else
float4 firstShadeMap = float4(1, 1, 1, 1);
#endif
firstShadeMap = lerp(firstShadeMap, float4(poiFragData.baseColor, 1), _Use_BaseAs1st);
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 secondShadeMap = POI2D_SAMPLER_PAN(_2nd_ShadeMap, _MainTex, poiUV(poiMesh.uv[_2nd_ShadeMapUV], _2nd_ShadeMap_ST), _2nd_ShadeMapPan);
#else
float4 secondShadeMap = float4(1, 1, 1, 1);
#endif
secondShadeMap = lerp(secondShadeMap, firstShadeMap, _Use_1stAs2nd);
firstShadeMap.rgb *= _1st_ShadeColor.rgb; //* lighColor
secondShadeMap.rgb *= _2nd_ShadeColor.rgb; //* LightColor;
float shadowMask = 1;
shadowMask *= _Use_1stShadeMapAlpha_As_ShadowMask ?(_1stShadeMapMask_Inverse ?(1.0 - firstShadeMap.a) : firstShadeMap.a) : 1;
shadowMask *= _Use_2ndShadeMapAlpha_As_ShadowMask ?(_2ndShadeMapMask_Inverse ?(1.0 - secondShadeMap.a) : secondShadeMap.a) : 1;
float mainShadowMask = saturate(1 - ((poiLight.lightMap) - MainColorFeatherStep) / (_BaseColor_Step - MainColorFeatherStep) * (shadowMask));
float firstSecondShadowMask = saturate(1 - ((poiLight.lightMap) - firstColorFeatherStep) / (_ShadeColor_Step - firstColorFeatherStep) * (shadowMask));
mainShadowMask *= poiLight.shadowMask * _ShadowStrength;
firstSecondShadowMask *= poiLight.shadowMask * _ShadowStrength;
// 0 lerp | 1 multiply
if (_ShadingShadeMapBlendType == 0)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
else
{
poiFragData.baseColor.rgb *= lerp(1, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
poiLight.rampedLightMap = 1 - mainShadowMask;
}
#endif
void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
{
#if SUBTRACTIVE_LIGHTING
poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, _AttenuationMultiplier));
float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
#endif
}
UnityIndirect CreateIndirectLight(in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight)
{
UnityIndirect indirectLight;
indirectLight.diffuse = 0;
indirectLight.specular = 0;
#if defined(LIGHTMAP_ON)
indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
#if defined(DIRLIGHTMAP_COMBINED)
float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
);
indirectLight.diffuse = DecodeDirectionalLightmap(
indirectLight.diffuse, lightmapDirection, poiMesh.normals[1]
);
#endif
ApplySubtractiveLighting(indirectLight);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
);
#if defined(DIRLIGHTMAP_COMBINED)
float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_DynamicDirectionality, unity_DynamicLightmap,
poiMesh.lightmapUV.zw
);
indirectLight.diffuse += DecodeDirectionalLightmap(
dynamicLightDiffuse, dynamicLightmapDirection, poiMesh.normals[1]
);
#else
indirectLight.diffuse += dynamicLightDiffuse;
#endif
#endif
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
if (unity_ProbeVolumeParams.x == 1)
{
indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
float4(poiMesh.normals[1], 1), poiMesh.worldPos
);
indirectLight.diffuse = max(0, indirectLight.diffuse);
#if defined(UNITY_COLORSPACE_GAMMA)
indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
#endif
}
else
{
indirectLight.diffuse += max(0, ShadeSH9(float4(poiMesh.normals[1], 1)));
}
#else
indirectLight.diffuse += max(0, ShadeSH9(float4(poiMesh.normals[1], 1)));
#endif
#endif
indirectLight.diffuse *= poiLight.occlusion;
return indirectLight;
}
void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
{
#ifdef UNITY_PASS_FORWARDBASE
float shadowStrength = _ShadowStrength * poiLight.shadowMask;
#ifdef POI_PASS_OUTLINE
shadowStrength = lerp(0, shadowStrength, _OutlineShadowStrength);
#endif
#ifdef _LIGHTINGMODE_FLAT
poiLight.finalLighting = poiLight.directColor;
poiLight.rampedLightMap = poiLight.nDotLSaturated;
#endif
#ifdef _LIGHTINGMODE_TEXTURERAMP
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset).rgb, shadowStrength);
poiLight.finalLighting = lerp(_LightingShadowColor * lerp(poiLight.indirectColor, poiLight.rampedLightMap * poiLight.directColor, _LightingIgnoreAmbientColor) * poiLight.occlusion, poiLight.directColor, poiLight.rampedLightMap);
#endif
#ifdef _LIGHTINGMODE_MULTILAYER_MATH
#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
float4 blurMap = POI2D_SAMPLER_PAN(_MultilayerMathBlurMap, _MainTex, poiUV(poiMesh.uv[_MultilayerMathBlurMapUV], _MultilayerMathBlurMap_ST), _MultilayerMathBlurMapPan);
#else
float4 blurMap = 1;
#endif
float4 lns = float4(1, 1, 1, 1);
if (_LightingMulitlayerNonLinear)
{
lns.x = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r);
lns.y = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _Shadow2ndBorder, _Shadow2ndBlur * blurMap.g);
lns.z = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _Shadow3rdBorder, _Shadow3rdBlur * blurMap.b);
lns.w = poiEdgeNonLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r, _ShadowBorderRange);
}
else
{
lns.x = poiEdgeLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r);
lns.y = poiEdgeLinearNoSaturate(poiLight.lightMap, _Shadow2ndBorder, _Shadow2ndBlur * blurMap.g);
lns.z = poiEdgeLinearNoSaturate(poiLight.lightMap, _Shadow3rdBorder, _Shadow3rdBlur * blurMap.b);
lns.w = poiEdgeLinearNoSaturate(poiLight.lightMap, _ShadowBorder, _ShadowBlur * blurMap.r, _ShadowBorderRange);
}
lns = saturate(lns);
float3 indirectColor = 1;
if (_ShadowColor.a > 0)
{
#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadowColorTex = POI2D_SAMPLER_PAN(_ShadowColorTex, _MainTex, poiUV(poiMesh.uv[_ShadowColorTexUV], _ShadowColorTex_ST), _ShadowColorTexPan);
#else
float4 shadowColorTex = float4(1, 1, 1, 1);
#endif
indirectColor = lerp(float3(1, 1, 1), shadowColorTex.rgb, shadowColorTex.a) * _ShadowColor.rgb;
}
if (_Shadow2ndColor.a > 0)
{
#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadow2ndColorTex = POI2D_SAMPLER_PAN(_Shadow2ndColorTex, _MainTex, poiUV(poiMesh.uv[_Shadow2ndColorTexUV], _Shadow2ndColorTex_ST), _Shadow2ndColorTexPan);
#else
float4 shadow2ndColorTex = float4(1, 1, 1, 1);
#endif
shadow2ndColorTex.rgb = lerp(float3(1, 1, 1), shadow2ndColorTex.rgb, shadow2ndColorTex.a) * _Shadow2ndColor.rgb;
lns.y = _Shadow2ndColor.a - lns.y * _Shadow2ndColor.a;
indirectColor = lerp(indirectColor, shadow2ndColorTex.rgb, lns.y);
}
if (_Shadow3rdColor.a > 0)
{
#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 shadow3rdColorTex = POI2D_SAMPLER_PAN(_Shadow3rdColorTex, _MainTex, poiUV(poiMesh.uv[_Shadow3rdColorTexUV], _Shadow3rdColorTex_ST), _Shadow3rdColorTexPan);
#else
float4 shadow3rdColorTex = float4(1, 1, 1, 1);
#endif
shadow3rdColorTex.rgb = lerp(float3(1, 1, 1), shadow3rdColorTex.rgb, shadow3rdColorTex.a) * _Shadow3rdColor.rgb;
lns.z = _Shadow3rdColor.a - lns.z * _Shadow3rdColor.a;
indirectColor = lerp(indirectColor, shadow3rdColorTex.rgb, lns.z);
}
indirectColor = lerp(indirectColor, indirectColor*poiFragData.baseColor, _ShadowMainStrength);
poiLight.rampedLightMap = lns.x;
indirectColor = lerp(indirectColor, 1, lns.w * _ShadowBorderColor.rgb);
indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor);
indirectColor = lerp(poiLight.directColor, indirectColor, shadowStrength * poiLight.shadowMask);
poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, lns.x);
// Old Way
//poiLight.rampedLightMap = saturate((poiLight.lightMap - (1 - _LightingGradientEnd)) / saturate((1 - _LightingGradientStart) - (1 - _LightingGradientEnd) + fwidth(poiLight.lightMap)));
//poiLight.finalLighting = lerp((_LightingShadowColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor) * poiLight.occlusion), (poiLight.directColor), saturate(poiLight.rampedLightMap + 1 - shadowStrength));
#endif
#ifdef _LIGHTINGMODE_SHADEMAP
poiLight.finalLighting = poiLight.directColor;
#endif
#ifdef _LIGHTINGMODE_REALISTIC
UnityLight light;
light.dir = poiLight.direction;
light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, poiLight.attenuationStrength) * poiLight.detailShadow);
light.ndotl = poiLight.nDotLSaturated;
UnityIndirect indirectLight = CreateIndirectLight(poiMesh, poiCam, poiLight);
#ifdef UNITY_PASS_FORWARDBASE
light.color = max(light.color * _PPLightingMultiplier, 0);
light.color = max(light.color + _PPLightingAddition, 0);
indirectLight.diffuse = max(indirectLight.diffuse * _PPLightingMultiplier, 0);
indirectLight.diffuse = max(indirectLight.diffuse + _PPLightingAddition, 0);
#endif
poiLight.rampedLightMap = poiLight.nDotLSaturated;
poiLight.finalLighting = max(UNITY_BRDF_PBS(1, 0, 0, 0, poiMesh.normals[1], poiCam.viewDir, light, indirectLight).xyz, _LightingMinLightBrightness);
#endif
//ifex _LightingMode!=7
#ifdef _LIGHTINGMODE_CLOTH
#if defined(PROP_CLOTHMETALLICSMOOTHNESSMAP) || !defined(OPTIMIZER_ENABLED)
float4 clothmapsample = POI2D_SAMPLER_PAN(_ClothMetallicSmoothnessMap, _MainTex, poiUV(poiMesh.uv[_ClothMetallicSmoothnessMapUV], _ClothMetallicSmoothnessMap_ST), _ClothMetallicSmoothnessMapPan);
float roughness = 1 - (clothmapsample.a * _ClothSmoothness);
float reflectance = _ClothReflectance * clothmapsample.b;
float clothmask = clothmapsample.g;
float metallic = pow(clothmapsample.r * _ClothMetallic, 2) * ClothMetallic(clothmask);
roughness = _ClothMetallicSmoothnessMapInvert == 1 ? 1 - roughness : roughness;
#else
float roughness = 1 - (_ClothSmoothness);
float metallic = pow(_ClothMetallic, 2);
float reflectance = _ClothReflectance;
float clothmask = 1;
#endif
float perceptualRoughness = pow(roughness, 2);
float clampedRoughness = max(0.002, perceptualRoughness);
float f0 = 0.16 * reflectance * reflectance * (1 - metallic) + poiFragData.baseColor * metallic;
float3 fresnel = Fresnel(f0, poiLight.nDotV);
float3 dfg = SampleDFG(poiLight.nDotV, perceptualRoughness);
float energyCompensation = EnvBRDFEnergyCompensation(dfg, f0, clothmask);
poiLight.finalLighting = Fd_Burley(perceptualRoughness, poiLight.nDotV, poiLight.nDotLSaturated, poiLight.lDotH);
poiLight.finalLighting *= _LightColor0 * poiLight.attenuation * poiLight.nDotLSaturated;
float3 specular = max(0, Specular(clampedRoughness, poiLight, f0, poiMesh.normals[1], clothmask) * poiLight.finalLighting * energyCompensation * UNITY_PI); // (D * V) * F
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
float3 indirectDiffuse;
indirectDiffuse.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, poiMesh.normals[1]);
indirectDiffuse.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, poiMesh.normals[1]);
indirectDiffuse.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, poiMesh.normals[1]);
indirectDiffuse = max(0, indirectDiffuse);
float3 indirectSpecular = IndirectSpecular(dfg, roughness, poiLight.occlusion, energyCompensation, clothmask, indirectDiffuse, f0, poiLight, poiFragData, poiCam, poiMesh);
poiLight.finalLightAdd += max(0, specular + indirectSpecular);
poiLight.finalLighting += indirectDiffuse * poiLight.occlusion;
poiFragData.baseColor.xyz *= (1 - metallic);
#endif
//endex
#ifdef _LIGHTINGMODE_WRAPPED
#define GREYSCALE_VECTOR float3(.33333, .33333, .33333)
float3 directColor = _LightColor0.rgb * saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
float3 indirectColor = ShadeSH9_wrapped(poiMesh.normals[_LightingIndirectUsesNormals], _LightingWrappedWrap) * poiLight.occlusion;
float3 ShadeSH9Plus_2 = GetSHMaxL1();
float bw_topDirectLighting_2 = dot(_LightColor0.rgb, GREYSCALE_VECTOR);
float bw_directLighting = dot(directColor, GREYSCALE_VECTOR);
float bw_indirectLighting = dot(indirectColor, GREYSCALE_VECTOR);
float bw_topIndirectLighting = dot(ShadeSH9Plus_2, GREYSCALE_VECTOR);
poiLight.lightMap = smoothstep(0, bw_topIndirectLighting + bw_topDirectLighting_2, bw_indirectLighting + bw_directLighting) * poiLight.detailShadow;
poiLight.rampedLightMap = saturate((poiLight.lightMap - (1 - _LightingGradientEnd)) / saturate((1 - _LightingGradientStart) - (1 - _LightingGradientEnd) + fwidth(poiLight.lightMap)));
float3 mathRamp = lerp(float3(1, 1, 1), saturate(lerp((_LightingShadowColor * lerp(indirectColor, 1, _LightingIgnoreAmbientColor)), float3(1, 1, 1), saturate(poiLight.rampedLightMap))), _ShadowStrength);
float3 finalWrap = directColor + indirectColor;
if (_LightingCapEnabled)
{
finalWrap = clamp(finalWrap, _LightingMinLightBrightness, _LightingCap);
}
else
{
finalWrap = max(finalWrap, _LightingMinLightBrightness);
}
poiLight.finalLighting = finalWrap * saturate(mathRamp + 1 - _ShadowStrength);
#endif
#ifdef _LIGHTINGMODE_SKIN
float3 ambientNormalWorld = poiMesh.normals[1];//aTangentToWorld(s, s.blurredNormalTangent);
poiLight.rampedLightMap = poiLight.nDotLSaturated;
// Scattering mask.
#if defined(PROP_SKINTHICKNESS) || !defined(OPTIMIZER_ENABLED)
float subsurface = 1 - POI2D_SAMPLER_PAN(_SkinThicknessMap, _MainTex, poiUV(poiMesh.uv[_SkinThicknessMapUV], _SkinThicknessMap_ST), _SkinThicknessMapPan).r;
#else
float subsurface = 1;
#endif
if(_SkinThicknessMapInvert)
{
subsurface = 1 - subsurface;
}
if(_SkinThicknessPower != 1)
{
subsurface = pow(subsurface, _SkinThicknessPower);
}
float skinScattering = saturate(subsurface * _SssScale * 2);
// Skin subsurface depth absorption tint.
// cf http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf pg 35
// link dead, https://ia600902.us.archive.org/25/items/crytek_presentations/2014_03_25_CRYENGINE_GDC_Schultz.pdf
half3 absorption = exp((1.0h - subsurface) * _SssTransmissionAbsorption.rgb);
// Albedo scale for absorption assumes ~0.5 luminance for Caucasian skin.
absorption *= saturate(poiFragData.baseColor * unity_ColorSpaceDouble.rgb);
// Blurred normals for indirect diffuse and direct scattering.
ambientNormalWorld = normalize(lerp(poiMesh.normals[1], ambientNormalWorld, _SssBumpBlur));
float ndlBlur = dot(poiMesh.normals[1], poiLight.direction) * 0.5h + 0.5h;
float lumi = dot(poiLight.directColor, half3(0.2126h, 0.7152h, 0.0722h));
float4 sssLookupUv = float4(ndlBlur, skinScattering * lumi, 0.0f, 0.0f);
half3 sss = poiLight.lightMap * poiLight.attenuation * tex2Dlod(_SkinLUT, sssLookupUv).rgb;
poiLight.finalLighting = lerp(poiLight.directColor, min(lerp(poiLight.indirectColor * _LightingShadowColor, _LightingShadowColor, _LightingIgnoreAmbientColor) * poiLight.occlusion + (sss * poiLight.directColor), poiLight.directColor), _ShadowStrength);
#endif
#ifdef _LIGHTINGMODE_SDF
float3 forward = normalize(UnityObjectToWorldDir(float4(_SDFForward.xyz, 1)));
float3 left = normalize(UnityObjectToWorldDir(float4(_SDFLeft.xyz, 1)));
float3 lightDirHorizontal = normalize(float3(poiLight.direction.x, 0, poiLight.direction.z));
float lightAtten = 1 - (dot(lightDirHorizontal, forward) * 0.5 + 0.5);
float filpU = sign(dot(lightDirHorizontal, left));
#if defined(PROP_SDFSHADINGTEXTURE) || !defined(OPTIMIZER_ENABLED)
float shadowSDF = POI2D_SAMPLER_PAN(_SDFShadingTexture, _MainTex, poiUV(poiMesh.uv[_SDFShadingTextureUV], _SDFShadingTexture_ST) * float2(filpU, 1), _SDFShadingTexturePan).r;
#else
float shadowSDF = float2(1, 1);
#endif
float blur = _SDFBlur * 0.1;
float faceShadow = smoothstep(lightAtten - blur, lightAtten + blur, shadowSDF) * poiLight.detailShadow;
float3 indirectColor = _LightingShadowColor.rgb;
indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, _LightingIgnoreAmbientColor);
indirectColor = lerp(poiLight.directColor, indirectColor, _ShadowStrength * poiLight.shadowMask);
poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, faceShadow);
#endif
#endif
#ifdef POI_PASS_ADD
// Realistic
if (_LightingAdditiveType == 0)
{
poiLight.rampedLightMap = max(0, poiLight.nDotL);
poiLight.finalLighting = poiLight.directColor * poiLight.attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * poiLight.additiveShadow;
}
// Toon
if (_LightingAdditiveType == 1)
{
#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
float passthrough = 0;
#else
float passthrough = _LightingAdditivePassthrough;
#endif
if (_LightingAdditiveGradientEnd == _LightingAdditiveGradientStart) _LightingAdditiveGradientEnd += 0.001;
poiLight.rampedLightMap = smoothstep(_LightingAdditiveGradientEnd, _LightingAdditiveGradientStart, 1 - (.5 * poiLight.nDotL + .5));
#if defined(POINT) || defined(SPOT)
poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation;
#else
poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5)));
#endif
}
// Wrapped
if (_LightingAdditiveType == 2)
{
/*
float uv = saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * poiLight.detailShadow;
poiLight.rampedLightMap = lerp(poiLight.directColor * max(poiLight.additiveShadow, passthrough), poiLight.indirectColor, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.detailShadow;
float shadowatten = max(poiLight.additiveShadow, _LightingAdditivePassthrough);
poiLight.finalLighting = poiLight.directColor * poiLight.rampedLightMap * saturate(poiLight.attenuation * uv * shadowatten);
*/
}
#endif
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
float3 vertexLighting = float3(0, 0, 0);
for (int index = 0; index < 4; index++)
{
//UNITY_BRANCH
if (_LightingAdditiveType == 0)
{
vertexLighting += poiLight.vColor[index] * poiLight.vAttenuationDotNL[index] * poiLight.detailShadow; // Realistic
}
//UNITY_BRANCH
if (_LightingAdditiveType == 1) // Toon
{
vertexLighting += lerp(poiLight.vColor[index] * poiLight.vAttenuation[index], poiLight.vColor[index] * _LightingAdditivePassthrough * poiLight.vAttenuation[index], smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, .5 * poiLight.vDotNL[index] + .5)) * poiLight.detailShadow;
}
//UNITY_BRANCH
/*
if (_LightingAdditiveType == 2) //if(_LightingAdditiveType == 2) // Wrapped
{
float uv = saturate(RTWrapFunc(-poiLight.vDotNL[index], _LightingWrappedWrap, _LightingWrappedNormalization)) * poiLight.detailShadow;
poiLight.rampedLightMap = lerp(_LightingShadowColor, float3(1, 1, 1), saturate(1 - smoothstep(_LightingGradientStart - .000001, _LightingGradientEnd, 1 - uv)));
vertexLighting += poiLight.vColor[index] * poiLight.rampedLightMap * saturate(poiLight.vAttenuation[index] * uv);
}
*/
}
float3 mixedLight = poiLight.finalLighting;
poiLight.finalLighting = vertexLighting + poiLight.finalLighting;
#endif
}
#endif
//endex
//ifex _EnableAniso==0
#ifdef POI_ANISOTROPICS
/*
float D_GGX_Anisotropic(float at, float ab, float TdotH, float BdotH, float NdotH)
{
// Burley 2012, "Physically-Based Shading at Disney"
// The values at and ab are perceptualRoughness^2, a2 is therefore perceptualRoughness^4
// The dot product below computes perceptualRoughness^8. We cannot fit in fp16 without clamping
// the roughness to too high values so we perform the dot product and the division in fp32
float a2 = at * ab;
float3 d = float3(ab * TdotH, at * BdotH, a2 * NdotH);
float d2 = dot(d, d);
float b2 = a2 / d2;
return a2 * b2 * b2 * (1.0 / UNITY_PI);
}
//-------------------------------------GGX Anisotropic visibility function
float V_SmithGGXCorrelated_Anisotropic(float at, float ab, float TdotV, float BdotV, float TdotL, float BdotL, float NdotV, float NdotL)
{
// Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
float lambdaV = NdotL * length(float3(at * TdotV, ab * BdotV, NdotV));
float lambdaL = NdotV * length(float3(at * TdotL, ab * BdotL, NdotL));
return 0.5 / (lambdaV + lambdaL);
}
*/
float calculateAnisotropics(float3 binormal, float offset, float3 normal, float3 viewDir, float3 LightDirection, float exponent, float strength, float shadowMask)
{
float3 ShiftedTangent = normalize(binormal + offset * normal);
float3 H = normalize(LightDirection + viewDir);
float dotTH = dot(ShiftedTangent, H);
float sinTH = sqrt(1.0 - dotTH * dotTH);
float dirAtten = smoothstep(-1.0, 0.0, dotTH);
return saturate(dirAtten * pow(sinTH, exponent) * strength) * shadowMask;
}
float aaEdgeFeather(float value, float edge, float feather)
{
float edgeMin = saturate(edge - feather * 0.5);
float edgeMax = saturate(edge + feather * 0.5);
return saturate((value - edgeMin) / saturate(edgeMax - edgeMin + fwidth(value)));
}
float3 applyAnisotropics(inout PoiFragData poiFragData, inout PoiLight poiLight, in PoiCam poiCam, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_ANISOCOLORMAP) || !defined(OPTIMIZER_ENABLED)
float4 specMap = POI2D_SAMPLER_PAN(_AnisoColorMap, _MainTex, poiUV(poiMesh.uv[_AnisoColorMapUV], _AnisoColorMap_ST), _AnisoColorMapPan);
#else
float4 specMap = float4(1, 1, 1, 0);
#endif
float shadowMask = lerp(1, poiMax(poiLight.rampedLightMap), _AnisoHideInShadow);
#ifdef POI_PASS_ADD
shadowMask *= poiLight.attenuation * poiLight.additiveShadow;
#endif
float spec0 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso0SwitchDirection), _Aniso0Offset +_Aniso0OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.direction, _Aniso0Power * 1000, _Aniso0Strength, shadowMask);
float spec1 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso1SwitchDirection), _Aniso1Offset +_Aniso1OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.direction, _Aniso1Power * 1000, _Aniso1Strength, shadowMask);
spec0 = lerp(spec0, aaEdgeFeather(spec0, _Aniso0Edge, _Aniso0Blur), _Aniso0ToonMode);
spec1 = lerp(spec1, aaEdgeFeather(spec1, _Aniso1Edge, _Aniso1Blur), _Aniso1ToonMode);
float3 spec0Color = specMap.rgb * _Aniso0Tint;
float3 spec1Color = specMap.rgb * _Aniso1Tint;
float3 finalSpec = saturate(saturate(spec0 * spec0Color) + saturate(spec1 * spec1Color)) * lerp(1, poiFragData.baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), poiLight.directColor, _AnisoUseLightColor);
float3 baseColor = poiFragData.baseColor;
poiFragData.baseColor = lerp(poiFragData.baseColor, spec1Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), poiLight.directColor, _AnisoUseLightColor), _AnisoReplace * spec1);
poiFragData.baseColor = lerp(poiFragData.baseColor, spec0Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), poiLight.directColor, _AnisoUseLightColor), _AnisoReplace * spec0);
poiLight.finalLightAdd += max(0, finalSpec * _AnisoAdd);
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
float vSpec0 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso0SwitchDirection), _Aniso0Offset +_Aniso0OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.vDirection[index], _Aniso0Power * 1000, _Aniso0Strength, poiLight.vAttenuationDotNL[index]);
float vSpec1 = calculateAnisotropics(lerp(poiMesh.binormal[1], poiMesh.tangent[1], _Aniso1SwitchDirection), _Aniso1Offset +_Aniso1OffsetMapStrength * specMap.a, poiMesh.normals[1], poiCam.viewDir, poiLight.vDirection[index], _Aniso1Power * 1000, _Aniso1Strength, poiLight.vAttenuationDotNL[index]);
vSpec0 = lerp(vSpec0, aaEdgeFeather(vSpec0, _Aniso0Edge, _Aniso0Blur), _Aniso0ToonMode);
vSpec1 = lerp(vSpec1, aaEdgeFeather(vSpec1, _Aniso1Edge, _Aniso1Blur), _Aniso1ToonMode);
float3 vSpec0Color = specMap.rgb * _Aniso0Tint;
float3 vSpec1Color = specMap.rgb * _Aniso1Tint;
poiLight.finalLightAdd += max(0, saturate(saturate(vSpec0 * spec0Color) + saturate(vSpec1 * spec1Color)) * lerp(1, poiFragData.baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), poiLight.vColor[index], _AnisoUseLightColor) * _AnisoAdd);
poiFragData.baseColor = lerp(poiFragData.baseColor, spec1Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), poiLight.vColor[index], _AnisoUseLightColor), _AnisoReplace * vSpec1);
poiFragData.baseColor = lerp(poiFragData.baseColor, spec0Color * lerp(1, baseColor, _AnisoUseBaseColor) * lerp(dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), poiLight.vColor[index], _AnisoUseLightColor), _AnisoReplace * vSpec0);
}
#endif
//ifex _AnisoDebugToggle==0
if(_AnisoDebugToggle)
{
switch(_AnisoDebugMode)
{
// final Spec
case 1:
{
return finalSpec;
break;
}
case 2:
{
return spec0 * spec0Color;
break;
}
case 3:
{
return spec1 * spec1Color;
break;
}
}
}
//endex
return float3(0, 0, 0);
}
#endif
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
void blendMatcap(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMods poiMods, float add, float lightAdd, float multiply, float replace, float mixed, float4 matcapColor, float matcapMask, float emissionStrength, float matcapLightMask, uint globalMaskIndex, float globalMaskBlendType)
{
if (matcapLightMask)
{
matcapMask *= lerp(1, poiLight.rampedLightMap, matcapLightMask);
}
if (globalMaskIndex > 0)
{
matcapMask = customBlend(matcapMask, poiMods.globalMask[globalMaskIndex-1], globalMaskBlendType);
}
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, matcapColor.rgb, replace * matcapMask * matcapColor.a * .999999);
poiFragData.baseColor.rgb *= lerp(1, matcapColor.rgb, multiply * matcapMask * matcapColor.a);
poiFragData.baseColor.rgb += matcapColor.rgb * add * matcapMask * matcapColor.a;
poiLight.finalLightAdd += matcapColor.rgb * lightAdd * matcapMask * matcapColor.a;
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * matcapColor.rgb, mixed * matcapMask * matcapColor.a);
poiFragData.emission += matcapColor.rgb * emissionStrength * matcapMask * matcapColor.a;
}
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
#if defined(POI_MATCAP0) || defined(COLOR_GRADING_HDR_3D) || defined(POI_MATCAP2) || defined(POI_MATCAP3)
void applyMatcap(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiMods poiMods)
{
float4 matcap = 0;
float matcapMask = 0;
float4 matcap2 = 0;
float matcap2Mask = 0;
float4 matcap3 = 0;
float matcap3Mask = 0;
float4 matcap4 = 0;
float matcap4Mask = 0;
float2 matcapUV = 0;
//endex
//ifex _MatcapEnable==0
// Matcap 1
#ifdef POI_MATCAP0
float3 normal0 = poiMesh.normals[_MatcapNormal];
#ifdef POI_MATCAP0_CUSTOM_NORMAL
#if defined(PROP_MATCAP0NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal0 = calculateNormal(poiMesh.normals[_MatcapNormal], poiMesh, _Matcap0NormalMap, _Matcap0NormalMap_ST, _Matcap0NormalMapPan, _Matcap0NormalMapUV, _Matcap0NormalMapScale);
#endif
#endif
switch(_MatcapUVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal0, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _MatcapBorder + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal0), dot(worldViewUp, normal0)) * _MatcapBorder + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal0);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _MatcapBorder + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP) || !defined(OPTIMIZER_ENABLED)
matcap = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap)) * float4(poiThemeColor(poiMods, _MatcapColor.rgb, _MatcapColorThemeIndex), _MatcapColor.a);
#else
matcap = float4(poiThemeColor(poiMods, _MatcapColor.rgb, _MatcapColorThemeIndex), _MatcapColor.a);
#endif
matcap.rgb *= _MatcapIntensity;
#if defined(PROP_MATCAPMASK) || !defined(OPTIMIZER_ENABLED)
matcapMask = POI2D_SAMPLER_PAN(_MatcapMask, _MainTex, poiUV(poiMesh.uv[_MatcapMaskUV], _MatcapMask_ST), _MatcapMaskPan)[_MatcapMaskChannel];
#else
matcapMask = 1;
#endif
if (_MatcapMaskInvert)
{
matcapMask = 1 - matcapMask;
}
#ifdef TPS_Penetrator
if (_MatcapTPSDepthEnabled)
{
matcapMask = lerp(0, matcapMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _MatcapTPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap.a, matcapMask * _MatcapAlphaOverride);
//UNITY_BRANCH
if (_MatcapHueShiftEnabled)
{
matcap.rgb = hueShift(matcap.rgb, _MatcapHueShift + _Time.x * _MatcapHueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _MatcapAdd, _MatcapAddToLight, _MatcapMultiply, _MatcapReplace, _MatcapMixed, matcap, matcapMask, _MatcapEmissionStrength, _MatcapLightMask, _MatcapMaskGlobalMask, _MatcapMaskGlobalMaskBlendType);
#endif
//endex
//ifex _Matcap2Enable==0
// Matcap 2
#ifdef COLOR_GRADING_HDR_3D
float3 normal1 = poiMesh.normals[_Matcap2Normal];
#ifdef POI_MATCAP1_CUSTOM_NORMAL
#if defined(PROP_MATCAP1NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal1 = calculateNormal(poiMesh.normals[_Matcap2Normal], poiMesh, _Matcap1NormalMap, _Matcap1NormalMap_ST, _Matcap1NormalMapPan, _Matcap1NormalMapUV, _Matcap1NormalMapScale);
#endif
#endif
matcapUV = 0;
switch(_Matcap2UVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal1, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _Matcap2Border + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal1), dot(worldViewUp, normal1)) * _Matcap2Border + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal1);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _Matcap2Border + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP2) || !defined(OPTIMIZER_ENABLED)
matcap2 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap2, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap2)) * float4(poiThemeColor(poiMods, _Matcap2Color.rgb, _Matcap2ColorThemeIndex), _Matcap2Color.a);
#else
matcap2 = float4(poiThemeColor(poiMods, _Matcap2Color.rgb, _Matcap2ColorThemeIndex), _Matcap2Color.a);
#endif
matcap2.rgb *= _Matcap2Intensity;
#if defined(PROP_MATCAP2MASK) || !defined(OPTIMIZER_ENABLED)
matcap2Mask = POI2D_SAMPLER_PAN(_Matcap2Mask, _MainTex, poiUV(poiMesh.uv[_Matcap2MaskUV], _Matcap2Mask_ST), _Matcap2MaskPan)[_Matcap2MaskChannel];
#else
matcap2Mask = 1;
#endif
if (_Matcap2MaskInvert)
{
matcap2Mask = 1 - matcap2Mask;
}
#ifdef TPS_Penetrator
if (_Matcap2TPSDepthEnabled)
{
matcap2Mask = lerp(0, matcap2Mask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Matcap2TPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap2.a, matcap2Mask * _Matcap2AlphaOverride);
//UNITY_BRANCH
if (_Matcap2HueShiftEnabled)
{
matcap2.rgb = hueShift(matcap2.rgb, _Matcap2HueShift + _Time.x * _Matcap2HueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _Matcap2Add, _Matcap2AddToLight, _Matcap2Multiply, _Matcap2Replace, _Matcap2Mixed, matcap2, matcap2Mask, _Matcap2EmissionStrength, _Matcap2LightMask, _Matcap2MaskGlobalMask, _Matcap2MaskGlobalMaskBlendType);
#endif
//endex
//ifex _Matcap3Enable==0
// Matcap 3
#ifdef POI_MATCAP2
float3 normal2 = poiMesh.normals[_Matcap3Normal];
#ifdef POI_MATCAP2_CUSTOM_NORMAL
#if defined(PROP_MATCAP2NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal2 = calculateNormal(poiMesh.normals[_Matcap3Normal], poiMesh, _Matcap2NormalMap, _Matcap2NormalMap_ST, _Matcap2NormalMapPan, _Matcap2NormalMapUV, _Matcap2NormalMapScale);
#endif
#endif
matcapUV = 0;
switch(_Matcap3UVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal2, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _Matcap3Border + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal2), dot(worldViewUp, normal2)) * _Matcap3Border + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal2);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _Matcap3Border + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP3) || !defined(OPTIMIZER_ENABLED)
matcap3 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap3, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap3)) * float4(poiThemeColor(poiMods, _Matcap3Color.rgb, _Matcap3ColorThemeIndex), _Matcap3Color.a);
#else
matcap3 = float4(poiThemeColor(poiMods, _Matcap3Color.rgb, _Matcap3ColorThemeIndex), _Matcap3Color.a);
#endif
matcap3.rgb *= _Matcap3Intensity;
#if defined(PROP_MATCAP3MASK) || !defined(OPTIMIZER_ENABLED)
matcap3Mask = POI2D_SAMPLER_PAN(_Matcap3Mask, _MainTex, poiUV(poiMesh.uv[_Matcap3MaskUV], _Matcap3Mask_ST), _Matcap3MaskPan)[_Matcap3MaskChannel];
#else
matcap3Mask = 1;
#endif
if (_Matcap3MaskInvert)
{
matcap3Mask = 1 - matcap3Mask;
}
#ifdef TPS_Penetrator
if (_Matcap3TPSDepthEnabled)
{
matcap3Mask = lerp(0, matcap3Mask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Matcap3TPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap3.a, matcap3Mask * _Matcap3AlphaOverride);
//UNITY_BRANCH
if (_Matcap3HueShiftEnabled)
{
matcap3.rgb = hueShift(matcap3.rgb, _Matcap3HueShift + _Time.x * _Matcap3HueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _Matcap3Add, _Matcap3AddToLight, _Matcap3Multiply, _Matcap3Replace, _Matcap3Mixed, matcap3, matcap3Mask, _Matcap3EmissionStrength, _Matcap3LightMask, _Matcap3MaskGlobalMask, _Matcap3MaskGlobalMaskBlendType);
#endif
//endex
//ifex _Matcap4Enable==0
// Matcap 4
#ifdef POI_MATCAP3
float3 normal3 = poiMesh.normals[_Matcap4Normal];
#ifdef POI_MATCAP3_CUSTOM_NORMAL
#if defined(PROP_MATCAP3NORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal3 = calculateNormal(poiMesh.normals[_Matcap4Normal], poiMesh, _Matcap3NormalMap, _Matcap3NormalMap_ST, _Matcap3NormalMapPan, _Matcap3NormalMapUV, _Matcap3NormalMapScale);
#endif
#endif
matcapUV = 0;
switch(_Matcap4UVMode)
{
// Normal / UTS
case 0:
{
float3 viewNormal = (mul(UNITY_MATRIX_V, float4(normal3, 0))).rgb;
float3 NormalBlend_MatCapUV_Detail = viewNormal.rgb * float3(-1, -1, 1);
float3 NormalBlend_MatCapUV_Base = (mul(UNITY_MATRIX_V, float4(poiCam.viewDir, 0)).rgb * float3(-1, -1, 1)) + float3(0, 0, 1);
float3 noSknewViewNormal = NormalBlend_MatCapUV_Base * dot(NormalBlend_MatCapUV_Base, NormalBlend_MatCapUV_Detail) / NormalBlend_MatCapUV_Base.b - NormalBlend_MatCapUV_Detail;
matcapUV = noSknewViewNormal.rg * _Matcap4Border + 0.5;
break;
}
// Top Pinch
case 1:
{
float3 worldViewUp = normalize(float3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, float3(0, 1, 0)));
float3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
matcapUV = float2(dot(worldViewRight, normal3), dot(worldViewUp, normal3)) * _Matcap4Border + 0.5;
break;
}
// Custom Double Sided
case 2:
{
float3 reflection = reflect(-poiCam.viewDir, normal3);
float2 uv = float2(dot(reflection, float3(1, 0, 0)), dot(reflection, float3(0, 1, 0)));
matcapUV = uv * _Matcap4Border + 0.5;
break;
}
}
if (IsInMirror())
{
matcapUV.x = 1 - matcapUV.x;
}
#if defined(PROP_MATCAP4) || !defined(OPTIMIZER_ENABLED)
matcap4 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap4, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap4)) * float4(poiThemeColor(poiMods, _Matcap4Color.rgb, _Matcap4ColorThemeIndex), _Matcap4Color.a);
#else
matcap4 = float4(poiThemeColor(poiMods, _Matcap4Color.rgb, _Matcap4ColorThemeIndex), _Matcap4Color.a);
#endif
matcap4.rgb *= _Matcap4Intensity;
#if defined(PROP_MATCAP4MASK) || !defined(OPTIMIZER_ENABLED)
matcap4Mask = POI2D_SAMPLER_PAN(_Matcap4Mask, _MainTex, poiUV(poiMesh.uv[_Matcap4MaskUV], _Matcap4Mask_ST), _Matcap4MaskPan)[_Matcap4MaskChannel];
#else
matcap4Mask = 1;
#endif
if (_Matcap4MaskInvert)
{
matcap4Mask = 1 - matcap4Mask;
}
#ifdef TPS_Penetrator
if (_Matcap4TPSDepthEnabled)
{
matcap4Mask = lerp(0, matcap4Mask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _Matcap4TPSMaskStrength);
}
#endif
poiFragData.alpha *= lerp(1, matcap4.a, matcap4Mask * _Matcap4AlphaOverride);
//UNITY_BRANCH
if (_Matcap4HueShiftEnabled)
{
matcap4.rgb = hueShift(matcap4.rgb, _Matcap4HueShift + _Time.x * _Matcap4HueShiftSpeed);
}
blendMatcap(poiLight, poiFragData, poiMods, _Matcap4Add, _Matcap4AddToLight, _Matcap4Multiply, _Matcap4Replace, _Matcap4Mixed, matcap4, matcap4Mask, _Matcap4EmissionStrength, _Matcap4LightMask, _Matcap4MaskGlobalMask, _Matcap4MaskGlobalMaskBlendType);
#endif
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
}
#endif
//endex
//ifex _CubeMapEnabled==0
#ifdef _CUBEMAP
#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
// From Unity's MIT'd Skybox-Cubed.shader
float3 RotateAroundYInDegrees(float3 dir, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float3(mul(m, dir.xz), dir.y).xzy;
}
#endif
void applyCubemap(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
{
float3 CubeMapUV = 0;
switch(_CubeMapUVMode)
{
case 0: // Skybox
CubeMapUV = -poiCam.viewDir;
break;
case 1: // Reflection
CubeMapUV = poiCam.reflectionDir;
break;
case 2: // World Normal Direction
CubeMapUV = lerp(poiMesh.normals[0], poiMesh.normals[1], _CubeMapWorldNormalsStrength);
break;
case 3: // Local Normal Direction
CubeMapUV = poiMesh.objNormal;
break;
}
#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
if (any(_CubeMapRotation.xyz) || any(_CubeMapRotationPan.xyz))
{
// Do funny swizzle so we don't have to make a new function for every direction
CubeMapUV = RotateAroundYInDegrees(CubeMapUV.yxz, _CubeMapRotation.x + (_CubeMapRotationPan.x * _Time.y)).yxz;
CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xyz, _CubeMapRotation.y + (_CubeMapRotationPan.y * _Time.y)).xyz;
CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xzy, _CubeMapRotation.z + (_CubeMapRotationPan.z * _Time.y)).xzy;
}
float4 cubeMap = texCUBE(_CubeMap, CubeMapUV);
cubeMap.rgb *= poiThemeColor(poiMods, _CubeMapColor, _CubeMapColorThemeIndex);
#else
float4 cubeMap = float4(0.21763764082, 0.21763764082, 0.21763764082, .5) * float4(poiThemeColor(poiMods, _CubeMapColor, _CubeMapColorThemeIndex), 1);
#endif
cubeMap.rgb *= _CubeMapIntensity;
#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
float CubeMapMask = POI2D_SAMPLER_PAN(_CubeMapMask, _MainTex, poiUV(poiMesh.uv[_CubeMapMaskUV], _CubeMapMask_ST), _CubeMapMaskPan)[_CubeMapMaskChannel];
#else
float CubeMapMask = 1;
#endif
if (_CubeMapMaskGlobalMask > 0)
{
CubeMapMask = customBlend(CubeMapMask, poiMods.globalMask[_CubeMapMaskGlobalMask-1], _CubeMapMaskGlobalMaskBlendType);
}
if (_CubeMapMaskInvert)
{
CubeMapMask = 1 - CubeMapMask;
}
//UNITY_BRANCH
if (_CubeMapHueShiftEnabled)
{
cubeMap.rgb = hueShift(cubeMap.rgb, _CubeMapHueShift + _Time.x * _CubeMapHueShiftSpeed);
}
CubeMapMask = min(CubeMapMask, lerp(1, poiLight.rampedLightMap, _CubeMapLightMask));
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, cubeMap.rgb, _CubeMapReplace * CubeMapMask * cubeMap.a);
poiFragData.baseColor.rgb *= lerp(1, cubeMap.rgb, _CubeMapMultiply * CubeMapMask * cubeMap.a);
poiFragData.baseColor.rgb += cubeMap.rgb * _CubeMapAdd * CubeMapMask * cubeMap.a;
poiFragData.emission += cubeMap.rgb * _CubeMapEmissionStrength * CubeMapMask * cubeMap.a;
}
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
void ApplyAudioLinkDecal(in PoiMesh poiMesh, inout PoiFragData poiFragData, in PoiMods poiMods)
{
float4 colorAndMask = float4(1, 1, 1, 1);
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
colorAndMask = POI2D_SAMPLER_PAN(_ALDecalColorMask, _MainTex, poiUV(poiMesh.uv[_ALDecalColorMaskUV], _ALDecalColorMask_ST), _ALDecalColorMaskPan);
#endif
float2 uv = poiMesh.uv[_ALDecalUV];
float2 decalCenter = _ALUVPosition;
float theta = radians(_ALUVRotation + _Time.z * _ALUVRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
uv = remap(uv, float2(0, 0) - _ALUVScale.xz / 2 + _ALUVPosition, _ALUVScale.yw / 2 + _ALUVPosition, float2(0, 0), float2(1, 1));
// Mask
float4 audioLinkMask = 1.0;
// UV
float2 aluv = uv;
if (_ALDecalUVMode == 1)
{
float2 uvdir = uv * 2 - 1;
aluv.x = frac(atan2(uvdir.y, uvdir.x) * UNITY_INV_TWO_PI);
aluv.y = length(uvdir);
}
// Scale / Offset / Step
float maskY = aluv.y;
if (_ALDecalUVMode == 1)
{
maskY = remap(maskY, _ALDecaldCircleDimensions.x, _ALDecaldCircleDimensions.y, 0, 1);
}
float maskX = aluv.x;
if (_ALDecalUVMode == 1)
{
maskX = remap(maskX, _ALDecaldCircleDimensions.z, _ALDecaldCircleDimensions.w, 0, 1);
}
float maskVolume = _ALDecalVolumeStep != 0.0 ? floor(maskY * _ALDecalVolumeStep) / _ALDecalVolumeStep : maskY;
float maskBand = _ALDecalBandStep != 0.0 ? floor(maskX * _ALDecalBandStep) / _ALDecalBandStep : maskX;
// Copy
audioLinkMask.r = maskVolume;
audioLinkMask.g = maskBand;
// Clip
audioLinkMask.b = maskVolume < _ALDecalVolumeClipMin || maskVolume > _ALDecalVolumeClipMax ? 0.0 : audioLinkMask.b;
audioLinkMask.b = maskBand < _ALDecalBandClipMin || maskBand > _ALDecalBandClipMax ? 0.0 : audioLinkMask.b;
// Shape Clip
if (_ALDecalShapeClip)
{
float volumeth = _ALDecalShapeClipVolumeWidth;
if (_ALDecalVolumeStep != 0.0) audioLinkMask.b = frac(maskY * _ALDecalVolumeStep) > volumeth ? 0.0 : audioLinkMask.b;
float bandwidth = _ALDecalUVMode == 1 ? _ALDecalShapeClipBandWidth / aluv.y : _ALDecalShapeClipBandWidth;
float bandth = 1.0 - bandwidth;
if (_ALDecalBandStep != 0.0) audioLinkMask.b = frac(maskX * _ALDecalBandStep + bandth * 0.5) < bandth ? 0.0 : audioLinkMask.b;
}
// AudioLink
float2 audioLinkUV = float2(frac(audioLinkMask.g * 2.0), 4.5 / 4.0 + floor(audioLinkMask.g * 2.0) / 4.0);
audioLinkUV.y *= 0.0625;
float4 audioTexture = _AudioTexture.Sample(sampler_linear_clamp, audioLinkUV);
float audioVal = audioTexture.b * _ALDecalVolume * lerp(_ALDecalBaseBoost, _ALDecalTrebleBoost, audioLinkMask.g);
float audioLinkValue = _ALDecalLineWidth < 1.0 ? abs(audioVal - audioLinkMask.r) < _ALDecalLineWidth : audioVal > audioLinkMask.r * 2.0;
audioLinkValue = saturate(audioLinkValue) * audioLinkMask.b;
//clip(audioLinkValue - .5);
audioLinkValue *= colorAndMask.a;
if (!poiMods.audioLinkAvailable)
{
audioLinkValue = 0;
}
float3 alColorChord = _AudioTexture.Sample(sampler_linear_clamp, float2(maskX, 24.5 / 64.0)).rgb;
float volumeColorSrc = audioLinkMask.g;
if (_ALDecalVolumeColorSource == 1) volumeColorSrc = audioLinkMask.r;
if (_ALDecalVolumeColorSource == 2) volumeColorSrc = audioVal;
float3 lowColor = _ALDecalVolumeColorLow.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorLow.rgb, _ALDecalVolumeColorLowThemeIndex);
float3 midColor = _ALDecalVolumeColorMid.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorMid.rgb, _ALDecalVolumeColorMidThemeIndex);
float3 highColor = _ALDecalVolumeColorHigh.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorHigh.rgb, _ALDecalVolumeColorHighThemeIndex);
float3 volumeColor = lerp(lowColor, midColor, saturate(volumeColorSrc * 2));
volumeColor = lerp(volumeColor, highColor, saturate(volumeColorSrc * 2 - 1));
float3 emissionColor = lerp(lowColor * _ALDecalLowEmission, midColor * _ALDecalMidEmission, saturate(volumeColorSrc * 2));
emissionColor = lerp(emissionColor, highColor * _ALDecalHighEmission, saturate(volumeColorSrc * 2 - 1));
//poiFragData.baseColor = lerp(poiFragData.baseColor, volumeColor, audioLinkValue);
#if defined(POI_PASS_BASE) || defined(POI_PASS_ADD)
poiFragData.emission += emissionColor * audioLinkValue;
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor, customBlend(poiFragData.baseColor, volumeColor * colorAndMask.rgb, _ALDecalBlendType), saturate(_ALDecalBlendAlpha * audioLinkValue));
#endif
poiFragData.alpha = lerp(poiFragData.alpha, poiFragData.alpha * audioLinkValue, _ALDecalControlsAlpha);
}
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
void applyFlipbook(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
float4 flipBookPixel = float4(0, 0, 0, 0);
#if defined(PROP_FLIPBOOKMASK) || !defined(OPTIMIZER_ENABLED)
float flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiUV(poiMesh.uv[_FlipbookMaskUV], _FlipbookMask_ST), _FlipbookMaskPan)[_FlipbookMaskChannel];
#else
float flipBookMask = 1;
#endif
if (_FlipbookMaskGlobalMask > 0)
{
flipBookMask = customBlend(flipBookMask, poiMods.globalMask[_FlipbookMaskGlobalMask-1], _FlipbookMaskGlobalMaskBlendType);
}
float4 flipbookScaleOffset = _FlipbookScaleOffset;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookScaleOffset.xy += lerp(_AudioLinkFlipbookScale.xy, _AudioLinkFlipbookScale.zw, poiMods.audioLink[_AudioLinkFlipbookScaleBand]);
}
#endif
flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
float2 uv = frac(poiMesh.uv[_FlipbookTexArrayUV]);
float theta = radians(_FlipbookRotation + _Time.z * _FlipbookRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = flipbookScaleOffset.zw + .5;
// 2d rotation
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float4 sideOffset = float4(-(_FlipbookSideOffset.x), _FlipbookSideOffset.y, -(_FlipbookSideOffset.z), _FlipbookSideOffset.w);
float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.xz, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.yw, float2(0, 0), float2(1, 1));
UNITY_BRANCH
if (_FlipbookTiled == 0)
{
if (max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
return;
}
}
float currentFrame = 0;
float width;
float height;
float totalFrames;
_FlipbookTexArray.GetDimensions(width, height, totalFrames);
if (_FlipbookStartAndEnd)
{
totalFrames -= (totalFrames - min(max(_FlipbookStartFrame, _FlipbookEndFrame), totalFrames));
totalFrames -= max(0, _FlipbookStartFrame);
}
if (!_FlipbookManualFrameControl)
{
if (_FlipbookFPS != 0)
{
currentFrame = ((_Time.y / (1 / _FlipbookFPS)) + _FlipbookFrameOffset) % totalFrames;
if (_FlipbookStartAndEnd)
{
currentFrame += _FlipbookStartFrame;
}
}
}
else
{
currentFrame = fmod(_FlipbookCurrentFrame, totalFrames);
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
if (_FlipbookChronotensityEnabled)
{
currentFrame += AudioLinkGetChronoTime(_FlipbookChronoType, _FlipbookChronotensityBand) * _FlipbookChronotensitySpeed;
}
currentFrame += lerp(_AudioLinkFlipbookFrame.x, _AudioLinkFlipbookFrame.y, poiMods.audioLink[_AudioLinkFlipbookFrameBand]);
float totalFramesAL = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesAL += max(0, _FlipbookStartFrame);
}
currentFrame %= totalFramesAL;
}
#endif
flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor(currentFrame)));
UNITY_BRANCH
if (_FlipbookCrossfadeEnabled)
{
float totalFramesCF = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesCF += max(0, _FlipbookStartFrame);
}
float4 flipbookNextPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor((currentFrame + 1) % totalFramesCF)));
flipBookPixel = lerp(flipBookPixel, flipbookNextPixel, smoothstep(_FlipbookCrossfadeRange.x, _FlipbookCrossfadeRange.y, frac(currentFrame)));
}
UNITY_BRANCH
if (_FlipbookIntensityControlsAlpha)
{
flipBookPixel.a = poiMax(flipBookPixel.rgb);
}
UNITY_BRANCH
if (_FlipbookColorReplaces)
{
flipBookPixel.rgb = poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
else
{
flipBookPixel.rgb *= poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
UNITY_BRANCH
if (_FlipbookHueShiftEnabled)
{
flipBookPixel.rgb = hueShift(flipBookPixel.rgb, _FlipbookHueShift + _Time.x * _FlipbookHueShiftSpeed);
}
half flipbookAlpha = 1;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookAlpha += saturate(lerp(_AudioLinkFlipbookAlpha.x, _AudioLinkFlipbookAlpha.y, poiMods.audioLink[_AudioLinkFlipbookAlphaBand]));
}
#endif
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * _FlipbookReplace * flipBookMask * flipbookAlpha);
poiFragData.baseColor = poiFragData.baseColor + flipBookPixel.rgb * _FlipbookAdd * flipBookMask * flipbookAlpha;
poiFragData.baseColor = poiFragData.baseColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * flipBookMask * _FlipbookMultiply * flipbookAlpha);
float flipbookEmissionStrength = _FlipbookEmissionStrength;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookEmissionStrength += max(lerp(_AudioLinkFlipbookEmission.x, _AudioLinkFlipbookEmission.y, poiMods.audioLink[_AudioLinkFlipbookEmissionBand]), 0);
}
#endif
poiFragData.emission += lerp(0, flipBookPixel.rgb * flipbookEmissionStrength, flipBookPixel.a * _FlipbookColor.a * flipBookMask * flipbookAlpha);
#endif
UNITY_BRANCH
if (_FlipbookAlphaControlsFinalAlpha)
{
poiFragData.alpha = lerp(poiFragData.alpha, flipBookPixel.a * _FlipbookColor.a, flipBookMask);
}
#endif
}
#endif
//endex
//ifex _EnableRimLighting==0 && _EnableRim2Lighting==0
#if defined(_GLOSSYREFLECTIONS_OFF) || defined(POI_RIM2)
#if defined(_RIMSTYLE_POIYOMI) || defined(_RIM2STYLE_POIYOMI)
void ApplyPoiyomiRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, inout PoiMods poiMods, float Is_NormalMapToRimLight, float RimInvert, float RimPower, float RimStrength, float RimShadowWidth, float RimShadowToggle, float RimWidth, float RimBlendStrength, float RimMask, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimTex, float4 RimLightColor, float RimLightColorThemeIndex, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimSharpness, float RimShadowMaskRampType, float RimShadowMaskInvert, float RimShadowMaskStrength, float2 RimShadowAlpha, float RimApplyGlobalMaskIndex, float RimApplyGlobalMaskBlendType, float RimBaseColorMix, float RimBrightness, float RimBlendMode, half AudioLinkRimWidthBand, float2 AudioLinkRimWidthAdd, half AudioLinkRimEmissionBand, float2 AudioLinkRimEmissionAdd, half AudioLinkRimBrightnessBand, float2 AudioLinkRimBrightnessAdd, float RimClamp)
{
float viewDotNormal = abs(dot(poiCam.viewDir, lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight)));
UNITY_BRANCH
if (RimInvert)
{
viewDotNormal = 1 - viewDotNormal;
}
viewDotNormal = pow(viewDotNormal, RimPower);
if (RimShadowWidth && RimShadowToggle)
{
viewDotNormal += lerp(0, (1 - poiLight.nDotLNormalized) * 3, RimShadowWidth);
}
float rimStrength = RimStrength;
float rimWidth = lerp( - .05, 1, RimWidth);
float blendStrength = RimBlendStrength;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
rimWidth = clamp(rimWidth + lerp(AudioLinkRimWidthAdd.x, AudioLinkRimWidthAdd.y, poiMods.audioLink[AudioLinkRimWidthBand]), - .05, 1);
rimStrength += lerp(AudioLinkRimEmissionAdd.x, AudioLinkRimEmissionAdd.y, poiMods.audioLink[AudioLinkRimEmissionBand]);
blendStrength += lerp(AudioLinkRimBrightnessAdd.x, AudioLinkRimBrightnessAdd.y, poiMods.audioLink[AudioLinkRimBrightnessBand]);
}
#endif
float rimMask = RimMask;
if (RimGlobalMask > 0)
{
rimMask = customBlend(rimMask, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
}
float4 rimColor = RimTex;
rimColor *= float4(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex), RimLightColor.a);
UNITY_BRANCH
if (RimHueShiftEnabled)
{
rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
}
float rim = 1 - smoothstep(min(RimSharpness, rimWidth), rimWidth, viewDotNormal);
rim *= RimLightColor.a * rimColor.a * rimMask;
if (RimShadowToggle)
{
switch(RimShadowMaskRampType)
{
case 0:
float rampedLightMap = poiLight.rampedLightMap;
if (RimShadowMaskInvert) rampedLightMap = 1 - rampedLightMap;
rim = lerp(rim, rim * rampedLightMap, RimShadowMaskStrength);
break;
case 1:
float nDotLNormalized = poiLight.nDotLNormalized;
if (RimShadowMaskInvert) nDotLNormalized = 1 - nDotLNormalized;
rim = lerp(rim, rim * smoothstep(RimShadowAlpha.x, RimShadowAlpha.y, nDotLNormalized), RimShadowMaskStrength);
break;
}
}
if (RimApplyGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, RimApplyGlobalMaskIndex-1, RimApplyGlobalMaskBlendType, rim * blendStrength);
}
float3 finalRimColor = rimColor.rgb * lerp(1, poiFragData.baseColor, RimBaseColorMix);
finalRimColor *= RimBrightness;
// Add 0, Replace 1, Multiply 2, Mixed 3
switch(RimBlendMode)
{
case 0: poiFragData.baseColor += finalRimColor * rim * blendStrength; break;
case 1: poiFragData.baseColor = lerp(poiFragData.baseColor, finalRimColor, rim * blendStrength); break;
case 2: poiFragData.baseColor = lerp(poiFragData.baseColor, poiFragData.baseColor * finalRimColor, rim * blendStrength); break;
case 3: poiFragData.baseColor = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * finalRimColor, rim * blendStrength); break;
}
if(RimClamp)
{
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
poiFragData.emission += finalRimColor * rim * rimStrength;
}
#endif
#if defined(_RIMSTYLE_UTS2) || defined(_RIM2STYLE_UTS2)
void ApplyUTS2RimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Set_RimLightMask_var, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimLightColor, float RimLightColorThemeIndex, float Is_LightColor_RimLight, float Is_NormalMapToRimLight, float RimLight_Power, float RimLight_InsideMask, float RimLight_FeatherOff, float LightDirection_MaskOn, float Tweak_LightDirection_MaskLevel, float Add_Antipodean_RimLight, float4 Ap_RimLightColor, float RimApColorThemeIndex, float Is_LightColor_Ap_RimLight, float Ap_RimLight_Power, float Ap_RimLight_FeatherOff, float Tweak_RimLightMaskLevel, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimClamp)
{
if (RimGlobalMask > 0)
{
Set_RimLightMask_var = customBlend(Set_RimLightMask_var, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
}
float3 rimColor = float3(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex));
float3 _Is_LightColor_RimLight_var = lerp(rimColor, (rimColor * poiLight.directColor), Is_LightColor_RimLight);
float _RimArea_var = (1.0 - dot(lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight), poiCam.viewDir));
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, RimLight_Power)));
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _RimLightPower_var), RimLight_FeatherOff));
float _VertHalfLambert_var = 0.5 * dot(poiMesh.normals[0], poiLight.direction) + 0.5;
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + Tweak_LightDirection_MaskLevel)))), LightDirection_MaskOn);
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, Ap_RimLight_Power)));
float3 ApRimColor = float3(poiThemeColor(poiMods, Ap_RimLightColor.rgb, RimApColorThemeIndex));
float3 _RimLight_var = (saturate((Set_RimLightMask_var + Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(ApRimColor, (ApRimColor * poiLight.directColor), Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _ApRimLightPower_var), Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + Tweak_LightDirection_MaskLevel))))), Add_Antipodean_RimLight));
UNITY_BRANCH
if (RimHueShiftEnabled)
{
_RimLight_var = hueShift(_RimLight_var, RimHueShift + _Time.x * RimHueShiftSpeed);
}
poiFragData.baseColor += _RimLight_var;
if(RimClamp)
{
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
}
#endif
#if defined(_RIMSTYLE_LILTOON) || defined(_RIM2STYLE_LILTOON)
void ApplyLiltoonRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float4 RimColor, float4 RimIndirColor, float4 RimColorTex, float RimMainStrength, float RimNormalStrength, float RimDirRange, float RimIndirRange, float RimFresnelPower, float RimBackfaceMask, float RimDirStrength, float RimBorder, float RimBlur, float RimIndirBorder, float RimIndirBlur, float RimShadowMask, float RimEnableLighting, float RimVRParallaxStrength, float RimGlobalMask, float RimGlobalMaskBlendType, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimClamp)
{
if (RimGlobalMask > 0)
{
RimColorTex.a = customBlend(RimColorTex.a, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
}
float4 rimColor = RimColor;
float4 rimIndirColor = RimIndirColor;
rimColor *= RimColorTex;
rimIndirColor *= RimColorTex;
if (RimHueShiftEnabled)
{
rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
rimIndirColor.rgb = hueShift(rimIndirColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
}
rimColor.rgb = lerp(rimColor.rgb, rimColor.rgb * poiFragData.baseColor, RimMainStrength);
// View direction
float3 centerViewDir = !IsOrthographicCamera() ? normalize(getCameraPosition() - poiMesh.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
float3 viewDir = lerp(centerViewDir, poiCam.viewDir, RimVRParallaxStrength);
// Normal
float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], RimNormalStrength);
float nvabs = abs(dot(normal, viewDir));
// Factor
float lnRaw = dot(poiLight.direction, normal) * 0.5 + 0.5;
float lnDir = saturate((lnRaw + RimDirRange) / (1.0 + RimDirRange));
float lnIndir = saturate((1.0-lnRaw + RimIndirRange) / (1.0 + RimIndirRange));
float rim = pow(saturate(1.0 - nvabs), RimFresnelPower);
rim = !poiMesh.isFrontFace && RimBackfaceMask ? 0.0 : rim;
float rimDir = lerp(rim, rim * lnDir, RimDirStrength);
float rimIndir = rim * lnIndir * RimDirStrength;
rimDir = poiEdgeLinear(rimDir, RimBorder, RimBlur);
rimIndir = poiEdgeLinear(rimIndir, RimIndirBorder, RimIndirBlur);
rimDir = lerp(rimDir, rimDir * poiLight.rampedLightMap, RimShadowMask);
rimIndir = lerp(rimIndir, rimIndir * poiLight.rampedLightMap, RimShadowMask);
// Blend
float3 rimSum = rimDir * rimColor.a * rimColor.rgb + rimIndir * rimIndirColor.a * rimIndirColor.rgb;
poiFragData.baseColor += rimSum * RimEnableLighting;
poiFragData.emission += rimSum * (1-RimEnableLighting);
if(RimClamp)
{
poiFragData.baseColor = saturate(poiFragData.baseColor);
}
}
#endif
#endif
//endex
//ifex _EnableDepthRimLighting==0
#ifdef _POI_DEPTH_RIMLIGHT
float PositivePow(float base, float power)
{
return pow(max(abs(base), Epsilon), power);
}
float GetScaleWithHight()
{
return _ScreenParams.y / 1080;
}
float GetSSRimScale(float z)
{
float w = (1.0 / (PositivePow(z + saturate(UNITY_MATRIX_P._m00), 1.5) + 0.75)) * GetScaleWithHight();
w *= lerp(1, UNITY_MATRIX_P._m00, 0.60 * saturate(0.25 * z * z));
return w < 0.01 ? 0 : w;
}
void ApplyDepthRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiLight poiLight, in PoiMods poiMods)
{
float rim = 0;
float perspectiveDivide = 1.0f / poiCam.clipPos.w;
float4 direction = poiCam.worldDirection * perspectiveDivide;
float2 screenPos = poiCam.grabPos.xy * perspectiveDivide;
float z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenPos);
#if UNITY_REVERSED_Z
if (z == 0) return;
#else
if (z == 1) return;
#endif
float depth = CorrectedLinearEyeDepth(z, direction.w);
switch(_DepthRimType)
{
case 0:
{
float3 viewPos = UnityObjectToViewPos(poiMesh.localPos);
float3 viewDir = normalize(viewPos);
float3 viewNorm = mul((float3x3)UNITY_MATRIX_V, poiMesh.normals[_DepthRimNormalToUse]);
float3 viewCrossNorm = cross(viewDir, viewNorm);
float2 N_View = normalize(float2(-viewCrossNorm.y, viewCrossNorm.x));
float3 viewLight = mul((float3x3)UNITY_MATRIX_V, poiLight.direction);
float3 viewCrossLight = cross(viewDir, viewLight);
float2 L_View = normalize(float2(-viewCrossLight.y, viewCrossLight.x));
//float lDotN = saturate(poiLight.nDotL + _RimLightLength);
float scale = _DepthRimWidth * GetSSRimScale(depth);
float2 ssUV1 = clamp(screenPos + N_View * .1 * scale, 0, _ScreenParams.xy - 1);
float depthDiff = z - SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssUV1) ;
rim = smoothstep(0.24 * _DepthRimSharpness * z, 0.25 * z, depthDiff);
rim *= lerp(1, (dot(L_View, N_View) > 0), _DepthRimHideInShadow);
}
break;
case 1:
{
//float lDotN = saturate(poiLight.nDotL + _RimLightLength);
float scale = _DepthRimWidth * GetSSRimScale(depth);
float depthDiff = 0;
for (int i = 0; i < 9; i++)
{
float2 ssUV1 = clamp(screenPos + sobelSamplePoints[i] * .1 * scale, 0, _ScreenParams.xy - 1);
depthDiff = max(depthDiff, z - SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssUV1));
}
rim = smoothstep(0.24 * _DepthRimSharpness * z, 0.25 * z, depthDiff);
rim *= lerp(1, lerp(poiLight.vertexNDotL > 0, poiLight.nDotL > 0, _DepthRimNormalToUse), _DepthRimHideInShadow);
}
break;
}
float3 rimColor = poiThemeColor(poiMods, _DepthRimColor.rgb, _DepthRimColorThemeIndex).rgb * lerp(1, poiLight.directColor, _DepthRimMixLightColor) * lerp(1, poiFragData.baseColor, _DepthRimMixBaseColor) * _DepthRimBrightness;
poiLight.finalLightAdd += rim * rimColor * _DepthRimAdditiveLighting;
poiFragData.emission += rim * rimColor * _DepthRimEmission;
poiFragData.baseColor = lerp(poiFragData.baseColor, rimColor, rim * _DepthRimReplace);
poiFragData.baseColor += rim * rimColor * _DepthRimAdd;
poiFragData.baseColor *= lerp(1, rimColor, rim * _DepthRimMultiply);
}
#endif
//endex
//ifex _GlitterEnable==0
#ifdef _SUNDISK_SIMPLE
float3 RandomColorFromPoint(float2 rando)
{
fixed hue = random2(rando.x + rando.y).x;
fixed saturation = lerp(_GlitterMinMaxSaturation.x, _GlitterMinMaxSaturation.y, rando.x);
fixed value = lerp(_GlitterMinMaxBrightness.x, _GlitterMinMaxBrightness.y, rando.y);
float3 hsv = float3(hue, saturation, value);
return HSVtoRGB(hsv);
}
void applyGlitter(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods)
{
// Scale
float2 st = frac(poiMesh.uv[_GlitterUV] + _GlitterUVPanning.xy * _Time.x) * _GlitterFrequency;
// Tile the space
float2 i_st = floor(st);
float2 f_st = frac(st);
float m_dist = 10.; // minimun distance
float2 m_point = 0; // minimum point
float2 randoPoint = 0;
float2 dank;
for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++)
{
float2 neighbor = float2(i, j);
float2 pos = random2(i_st + neighbor);
float2 rando = pos;
pos = 0.5 + 0.5 * sin(_GlitterJitter * 6.2831 * pos);
float2 diff = neighbor + pos - f_st;
float dist = length(diff);
if (dist < m_dist)
{
dank = diff;
m_dist = dist;
m_point = pos;
randoPoint = rando;
}
}
}
float randomFromPoint = random(randoPoint);
float size = _GlitterSize;
UNITY_BRANCH
if (_GlitterRandomSize)
{
size = remapClamped(0, 1, randomFromPoint, _GlitterMinMaxSize.x, _GlitterMinMaxSize.y);
}
// Assign a color using the closest point position
//color += dot(m_point, float2(.3, .6));
// Add distance field to closest point center
// color.g = m_dist;
// Show isolines
//color -= abs(sin(40.0 * m_dist)) * 0.07;
// Draw cell center
half glitterAlpha = 1;
switch(_GlitterShape)
{
case 0: //circle
glitterAlpha = saturate((size - m_dist) / clamp(fwidth(m_dist), 0.0001, 1.0));
break;
case 1: //sqaure
float jaggyFix = pow(poiCam.distanceToVert, 2) * _GlitterJaggyFix;
UNITY_BRANCH
if (_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0)
{
float2 center = float2(0, 0);
float randomBoy = 0;
UNITY_BRANCH
if (_GlitterRandomRotation)
{
randomBoy = random(randoPoint);
}
float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
float cs = cos(theta);
float sn = sin(theta);
dank = float2((dank.x - center.x) * cs - (dank.y - center.y) * sn + center.x, (dank.x - center.x) * sn + (dank.y - center.y) * cs + center.y);
glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
}
else
{
glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
}
break;
}
float3 finalGlitter = 0;
half3 glitterColor = poiThemeColor(poiMods, _GlitterColor, _GlitterColorThemeIndex);
float3 norm = lerp(poiMesh.normals[0], poiMesh.normals[1], _GlitterUseNormals);
float3 randomRotation = 0;
switch(_GlitterMode)
{
case 0:
UNITY_BRANCH
if (_GlitterSpeed > 0)
{
randomRotation = randomFloat3WiggleRange(randoPoint, _GlitterAngleRange, _GlitterSpeed);
}
else
{
randomRotation = randomFloat3Range(randoPoint, _GlitterAngleRange);
}
float3 glitterReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
finalGlitter = lerp(0, _GlitterMinBrightness * glitterAlpha, glitterAlpha) + max(pow(saturate(dot(lerp(glitterReflectionDirection, poiCam.viewDir, _GlitterBias), poiCam.viewDir)), _GlitterContrast), 0);
finalGlitter *= glitterAlpha;
break;
case 1:
float offset = random(randoPoint);
float brightness = sin((_Time.x + offset) * _GlitterSpeed) * _glitterFrequencyLinearEmissive - (_glitterFrequencyLinearEmissive - 1);
finalGlitter = max(_GlitterMinBrightness * glitterAlpha, brightness * glitterAlpha * smoothstep(0, 1, 1 - m_dist * _GlitterCenterSize * 10));
break;
case 2:
if (_GlitterSpeed > 0)
{
randomRotation = randomFloat3WiggleRange(randoPoint, _GlitterAngleRange, _GlitterSpeed);
}
else
{
randomRotation = randomFloat3Range(randoPoint, _GlitterAngleRange);
}
float3 glitterLightReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
#ifdef POI_PASS_ADD
glitterAlpha *= poiLight.nDotLSaturated * poiLight.attenuation;
#endif
#ifdef UNITY_PASS_FORWARDBASE
glitterAlpha *= poiLight.nDotLSaturated;
#endif
float3 halfDir = normalize(poiLight.direction + poiCam.viewDir);
float specAngle = max(dot(halfDir, glitterLightReflectionDirection), 0.0);
finalGlitter = lerp(0, _GlitterMinBrightness * glitterAlpha, glitterAlpha) + max(pow(specAngle, _GlitterContrast), 0);
glitterColor *= poiLight.directColor;
finalGlitter *= glitterAlpha;
break;
}
glitterColor *= lerp(1, poiFragData.baseColor, _GlitterUseSurfaceColor);
#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
glitterColor *= POI2D_SAMPLER_PAN(_GlitterColorMap, _MainTex, poiUV(poiMesh.uv[_GlitterColorMapUV], _GlitterColorMap_ST), _GlitterColorMapPan).rgb;
#endif
float2 uv = remapClamped(-size, size, dank, 0, 1);
UNITY_BRANCH
if (_GlitterRandomRotation == 1 || _GlitterTextureRotation != 0 && !_GlitterShape)
{
float2 fakeUVCenter = float2(.5, .5);
float randomBoy = 0;
UNITY_BRANCH
if (_GlitterRandomRotation)
{
randomBoy = random(randoPoint);
}
float theta = radians((randomBoy + _Time.x * _GlitterTextureRotation) * 360);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - fakeUVCenter.x) * cs - (uv.y - fakeUVCenter.y) * sn + fakeUVCenter.x, (uv.x - fakeUVCenter.x) * sn + (uv.y - fakeUVCenter.y) * cs + fakeUVCenter.y);
}
#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 glitterTexture = POI2D_SAMPLER_PAN(_GlitterTexture, _MainTex, poiUV(uv, _GlitterTexture_ST), _GlitterTexturePan);
#else
float4 glitterTexture = 1;
#endif
//float4 glitterTexture = _GlitterTexture.SampleGrad(sampler_MainTex, frac(uv), ddx(uv), ddy(uv));
glitterColor *= glitterTexture.rgb;
#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
float glitterMask = POI2D_SAMPLER_PAN(_GlitterMask, _MainTex, poiUV(poiMesh.uv[_GlitterMaskUV], _GlitterMask_ST), _GlitterMaskPan)[_GlitterMaskChannel];
#else
float glitterMask = 1;
#endif
glitterMask *= lerp(1, poiLight.rampedLightMap, _GlitterHideInShadow);
if (_GlitterMaskGlobalMask > 0)
{
glitterMask = customBlend(glitterMask, poiMods.globalMask[_GlitterMaskGlobalMask - 1], _GlitterMaskGlobalMaskBlendType);
}
if (_GlitterRandomColors)
{
glitterColor *= RandomColorFromPoint(random2(randoPoint.x + randoPoint.y));
}
UNITY_BRANCH
if (_GlitterHueShiftEnabled)
{
glitterColor.rgb = hueShift(glitterColor.rgb, _GlitterHueShift + _Time.x * _GlitterHueShiftSpeed);
}
UNITY_BRANCH
if (_GlitterBlendType == 1)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, finalGlitter * glitterColor * _GlitterBrightness, finalGlitter * glitterTexture.a * glitterMask);
poiFragData.emission += finalGlitter * glitterColor * max(0, (_GlitterBrightness - 1) * glitterTexture.a) * glitterMask;
}
else
{
poiFragData.emission += finalGlitter * glitterColor * _GlitterBrightness * glitterTexture.a * glitterMask;
}
}
#endif
//endex
//ifex _SubsurfaceScattering==0
#ifdef POI_SUBSURFACESCATTERING
void applySubsurfaceScattering(in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh)
{
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
float SSS = 1 - POI2D_SAMPLER_PAN(_SSSThicknessMap, _MainTex, poiUV(poiMesh.uv[_SSSThicknessMapUV], _SSSThicknessMap_ST), _SSSThicknessMapPan)[_SSSThicknessMapChannel];
#else
float SSS = 1;
#endif
float3 vLTLight = poiLight.direction + poiMesh.normals[0] * _SSSDistortion;
float flTDot = pow(saturate(dot(poiCam.viewDir, -vLTLight)), _SSSSpread) * _SSSStrength;
#ifdef UNITY_PASS_FORWARDBASE
float3 fLT = (flTDot) * saturate(SSS + - 1 * _SSSThicknessMod);
#else
float3 fLT = poiLight.additiveShadow * (flTDot) * saturate(SSS + - 1 * _SSSThicknessMod);
#endif
poiLight.finalLightAdd += fLT * poiLight.directColor * _SSSColor * poiLight.attenuation;
}
#endif
//endex
//ifex _MochieBRDF==0 && _ClearCoatBRDF==0
#if defined(MOCHIE_PBR) || defined(POI_CLEARCOAT)
/*
* Copyright 2022 orels1
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
// https://github.com/orels1/orels-Unity-Shaders
float GSAA_Filament(float3 worldNormal, float perceptualRoughness, float gsaaVariance, float gsaaThreshold)
{
// Kaplanyan 2016, "Stable specular highlights"
// Tokuyoshi 2017, "Error Reduction and Simplification for Shading Anti-Aliasing"
// Tokuyoshi and Kaplanyan 2019, "Improved Geometric Specular Antialiasing"
// This implementation is meant for deferred rendering in the original paper but
// we use it in forward rendering as well (as discussed in Tokuyoshi and Kaplanyan
// 2019). The main reason is that the forward version requires an expensive transform
// of the float vector by the tangent frame for every light. This is therefore an
// approximation but it works well enough for our needs and provides an improvement
// over our original implementation based on Vlachos 2015, "Advanced VR Rendering".
float3 du = ddx(worldNormal);
float3 dv = ddy(worldNormal);
float variance = gsaaVariance * (dot(du, du) + dot(dv, dv));
float roughness = perceptualRoughness * perceptualRoughness;
float kernelRoughness = min(2.0 * variance, gsaaThreshold);
float squareRoughness = saturate(roughness * roughness + kernelRoughness);
return sqrt(sqrt(squareRoughness));
}
/*
MIT END
*/
bool SceneHasReflections()
{
float width, height;
unity_SpecCube0.GetDimensions(width, height);
return !(width * height < 2);
}
float3 GetWorldReflections(float3 reflDir, float3 worldPos, float roughness)
{
float3 baseReflDir = reflDir;
reflDir = BoxProjection(reflDir, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
float4 envSample0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflDir, roughness * UNITY_SPECCUBE_LOD_STEPS);
float3 p0 = DecodeHDR(envSample0, unity_SpecCube0_HDR);
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999)
{
float3 refDirBlend = BoxProjection(baseReflDir, worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax);
float4 envSample1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, refDirBlend, roughness * UNITY_SPECCUBE_LOD_STEPS);
float3 p1 = DecodeHDR(envSample1, unity_SpecCube1_HDR);
p0 = lerp(p1, p0, interpolator);
}
return p0;
}
float3 GetReflections(in PoiCam poiCam, in PoiLight pl, in PoiMesh poiMesh, float roughness, float ForceFallback, float LightFallback, samplerCUBE reflectionCube, float4 hdrData, float3 reflectionDir)
{
float3 reflections = 0;
float3 lighting = pl.finalLighting;
if (ForceFallback == 0)
{
UNITY_BRANCH
if (SceneHasReflections())
{
#ifdef UNITY_PASS_FORWARDBASE
reflections = GetWorldReflections(reflectionDir, poiMesh.worldPos.xyz, roughness);
#endif
}
else
{
#ifdef UNITY_PASS_FORWARDBASE
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * lerp(1, pl.finalLighting, LightFallback);
#endif
#ifdef POI_PASS_ADD
if (LightFallback)
{
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * pl.finalLighting;
}
#endif
}
}
else
{
#ifdef UNITY_PASS_FORWARDBASE
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * lerp(1, pl.finalLighting, LightFallback);
#endif
#ifdef POI_PASS_ADD
if (LightFallback)
{
reflections = texCUBElod(reflectionCube, float4(reflectionDir, roughness * UNITY_SPECCUBE_LOD_STEPS));
reflections = DecodeHDR(float4(reflections, 1), hdrData) * pl.finalLighting;
}
#endif
}
reflections *= pl.occlusion;
return reflections;
}
float GetGGXTerm(float nDotL, float nDotV, float nDotH, float roughness)
{
float visibilityTerm = 0;
if (nDotL > 0)
{
float rough = roughness;
float rough2 = roughness * roughness;
float lambdaV = nDotL * (nDotV * (1 - rough) + rough);
float lambdaL = nDotV * (nDotL * (1 - rough) + rough);
visibilityTerm = 0.5f / (lambdaV + lambdaL + 1e-5f);
float d = (nDotH * rough2 - nDotH) * nDotH + 1.0f;
float dotTerm = UNITY_INV_PI * rough2 / (d * d + 1e-7f);
visibilityTerm *= dotTerm * UNITY_PI;
}
return visibilityTerm;
}
void GetSpecFresTerm(float nDotL, float nDotV, float nDotH, float lDotH, inout float3 specularTerm, inout float3 fresnelTerm, float3 specCol, float roughness)
{
specularTerm = GetGGXTerm(nDotL, nDotV, nDotH, roughness);
fresnelTerm = FresnelTerm(specCol, lDotH);
specularTerm = max(0, specularTerm * max(0.00001, nDotL));
}
float GetRoughness(float smoothness)
{
float rough = 1 - smoothness;
rough *= 1.7 - 0.7 * rough;
return rough;
}
#endif
//endex
//ifex _MochieBRDF==0
#ifdef MOCHIE_PBR
void MochieBRDF(inout PoiFragData poiFragData, in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh, in PoiMods poiMods)
{
float smoothness = _MochieRoughnessMultiplier;
float smoothness2 = _MochieRoughnessMultiplier2;
float metallic = _MochieMetallicMultiplier;
float specularMask = 1;
float reflectionMask = 1;
#if defined(PROP_MOCHIEMETALLICMAPS) || !defined(OPTIMIZER_ENABLED)
float4 PBRMaps = POI2D_SAMPLER_PAN_STOCHASTIC(_MochieMetallicMaps, _MainTex, poiUV(poiMesh.uv[_MochieMetallicMapsUV], _MochieMetallicMaps_ST), _MochieMetallicMapsPan, _MochieMetallicMapsStochastic);
UNITY_BRANCH
if (_PBRSplitMaskSample)
{
float4 PBRSplitMask = POI2D_SAMPLER_PAN_STOCHASTIC(_MochieMetallicMaps, _MainTex, poiUV(poiMesh.uv[_MochieMetallicMasksUV], _PBRMaskScaleTiling), _MochieMetallicMasksPan.xy, _PBRSplitMaskStochastic);
assignValueToVectorFromIndex(PBRMaps, _MochieMetallicMapsReflectionMaskChannel, PBRSplitMask[_MochieMetallicMapsReflectionMaskChannel]);
assignValueToVectorFromIndex(PBRMaps, _MochieMetallicMapsSpecularMaskChannel, PBRSplitMask[_MochieMetallicMapsSpecularMaskChannel]);
}
metallic *= PBRMaps[_MochieMetallicMapsMetallicChannel];
smoothness = (smoothness * PBRMaps[_MochieMetallicMapsRoughnessChannel]);
smoothness2 = (smoothness2 * PBRMaps[_MochieMetallicMapsRoughnessChannel]);
reflectionMask *= PBRMaps[_MochieMetallicMapsReflectionMaskChannel];
specularMask *= PBRMaps[_MochieMetallicMapsSpecularMaskChannel];
#endif
reflectionMask *= _MochieReflectionStrength;
specularMask *= _MochieSpecularStrength;
if (_MochieSpecularMaskInvert)
{
specularMask = 1 - specularMask;
}
if (_MochieReflectionMaskInvert)
{
reflectionMask = 1 - reflectionMask;
}
if (_MochieReflectionStrengthGlobalMask > 0)
{
reflectionMask = customBlend(reflectionMask, poiMods.globalMask[_MochieReflectionStrengthGlobalMask-1], _MochieReflectionStrengthGlobalMaskBlendType);
}
if (_MochieSpecularStrengthGlobalMask > 0)
{
specularMask = customBlend(specularMask, poiMods.globalMask[_MochieSpecularStrengthGlobalMask-1], _MochieSpecularStrengthGlobalMaskBlendType);
}
#ifdef TPS_Penetrator
if (_BRDFTPSDepthEnabled)
{
reflectionMask = lerp(0, reflectionMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _BRDFTPSReflectionMaskStrength);
specularMask = lerp(0, specularMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _BRDFTPSSpecularMaskStrength);
}
#endif
if (_MochieRoughnessMapInvert)
{
smoothness = 1 - smoothness;
smoothness2 = 1 - smoothness2;
}
float roughness = GetRoughness(smoothness);
float roughness2 = GetRoughness(smoothness2);
if (_MochieMetallicMapInvert)
{
metallic = 1 - metallic;
}
float3 specCol = lerp(unity_ColorSpaceDielectricSpec.rgb, poiFragData.baseColor, metallic);
float omr = unity_ColorSpaceDielectricSpec.a - metallic * unity_ColorSpaceDielectricSpec.a;
float percepRough = 1 - smoothness;
float percepRough2 = 1 - smoothness2;
UNITY_BRANCH
if (_MochieGSAAEnabled)
{
percepRough = GSAA_Filament(poiMesh.normals[_PBRNormalSelect], percepRough, _PoiGSAAVariance, _PoiGSAAThreshold);
if (_Specular2ndLayer == 1 && _MochieSpecularStrength2 > 0)
{
percepRough2 = GSAA_Filament(poiMesh.normals[_PBRNormalSelect], percepRough2, _PoiGSAAVariance, _PoiGSAAThreshold);
}
}
float brdfRoughness = percepRough * percepRough;
brdfRoughness = max(brdfRoughness, 0.002);
float brdfRoughness2 = percepRough2 * percepRough2;
brdfRoughness2 = max(brdfRoughness2, 0.002);
float3 diffuse = poiFragData.baseColor;
float3 specular = 0;
float3 specular2 = 0;
float3 vSpecular = 0;
float3 vSpecular2 = 0;
float3 reflections = 0;
float3 environment = 0;
float attenuation = min(poiLight.nDotLSaturated, lerp(poiLight.attenuation, 1, _IgnoreCastedShadows));
#ifdef POI_PASS_ADD
attenuation *= lerp(poiLight.additiveShadow, 1, _IgnoreCastedShadows);
#endif
float3 fresnelTerm = 1;
float3 specularTerm = 1;
float pbrNDotL = lerp(poiLight.vertexNDotL, poiLight.nDotL, _PBRNormalSelect);
float pbrNDotV = lerp(poiLight.vertexNDotV, poiLight.nDotV, _PBRNormalSelect);
float pbrNDotH = lerp(poiLight.vertexNDotH, poiLight.nDotH, _PBRNormalSelect);
float3 pbrReflectionDir = lerp(poiCam.vertexReflectionDir, poiCam.reflectionDir, _PBRNormalSelect);
GetSpecFresTerm(pbrNDotL, pbrNDotV, pbrNDotH, poiLight.lDotH, specularTerm, fresnelTerm, specCol, brdfRoughness);
specular = poiLight.directColor * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * attenuation;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
fresnelTerm = 1;
specularTerm = 1;
float pbrVDotNL = lerp(poiLight.vertexVDotNL[index], poiLight.vDotNL[index], _PBRNormalSelect);
float pbrVDotNH = lerp(poiLight.vertexVDotNH[index], poiLight.vDotNH[index], _PBRNormalSelect);
GetSpecFresTerm(pbrVDotNL, pbrNDotV, pbrVDotNH, poiLight.vDotLH[index], specularTerm, fresnelTerm, specCol, brdfRoughness);
vSpecular += poiLight.vColor[index] * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * poiLight.vAttenuation[index];
}
#endif
if (_Specular2ndLayer == 1)
{
float3 fresnelTerm = 1;
float3 specularTerm = 1;
GetSpecFresTerm(pbrNDotL, pbrNDotV, pbrNDotH, poiLight.lDotH, specularTerm, fresnelTerm, specCol, brdfRoughness2);
specular2 = poiLight.directColor * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * attenuation * _MochieSpecularStrength2;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
fresnelTerm = 1;
specularTerm = 1;
float pbrVDotNL = lerp(poiLight.vertexVDotNL[index], poiLight.vDotNL[index], _PBRNormalSelect);
float pbrVDotNH = lerp(poiLight.vertexVDotNH[index], poiLight.vDotNH[index], _PBRNormalSelect);
GetSpecFresTerm(pbrVDotNL, pbrNDotV, pbrVDotNH, poiLight.vDotLH[index], specularTerm, fresnelTerm, specCol, brdfRoughness2);
vSpecular2 += poiLight.vColor[index] * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _MochieSpecularTint, _MochieSpecularTintThemeIndex) * poiLight.occlusion * poiLight.vAttenuation[index] * _MochieSpecularStrength2;
}
#endif
}
float surfaceReduction = (1.0 / (brdfRoughness * brdfRoughness + 1.0));
float grazingTerm = saturate(smoothness + (1 - omr));
float3 reflCol = GetReflections(poiCam, poiLight, poiMesh, roughness, _MochieForceFallback, _MochieLitFallback, _MochieReflCube, _MochieReflCube_HDR, pbrReflectionDir);
reflections = surfaceReduction * reflCol * lerp(1, FresnelLerp(specCol, grazingTerm, pbrNDotV), _RefSpecFresnel);
reflections *= poiThemeColor(poiMods, _MochieReflectionTint, _MochieReflectionTintThemeIndex);
reflections *= reflectionMask;
#ifdef POI_PASS_ADD
reflections *= poiLight.attenuation;
#endif
diffuse = lerp(diffuse, diffuse * omr, reflectionMask);
environment = max(specular + vSpecular, specular2 + vSpecular2);
environment += reflections;
diffuse *= poiLight.finalLighting;
poiFragData.finalColor = diffuse;
poiLight.finalLightAdd += environment;
}
#endif
//endex
//ifex _ClearCoatBRDF==0
#ifdef POI_CLEARCOAT
void poiClearCoat(inout PoiFragData poiFragData, in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh, in PoiMods poiMods)
{
float clearCoatMask = _ClearCoatStrength;
float smoothness = _ClearCoatSmoothness;
float reflectionMask = 1;
float specularMask = 1;
#if defined(PROP_CLEARCOATMAPS) || !defined(OPTIMIZER_ENABLED)
float4 PBRMaps = POI2D_SAMPLER_PAN_STOCHASTIC(_ClearCoatMaps, _MainTex, poiUV(poiMesh.uv[_ClearCoatMapsUV], _ClearCoatMaps_ST), _ClearCoatMapsPan, _ClearCoatMapsStochastic);
clearCoatMask *= PBRMaps.r;
smoothness *= PBRMaps.g;
reflectionMask *= PBRMaps.b;
specularMask *= PBRMaps.a;
#endif
specularMask *= _ClearCoatSpecularStrength;
reflectionMask *= _ClearCoatReflectionStrength;
if (_ClearCoatMaskInvert)
{
clearCoatMask = 1 - clearCoatMask;
}
#ifdef TPS_Penetrator
if (_ClearCoatTPSDepthMaskEnabled)
{
clearCoatMask = lerp(0, clearCoatMask * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), _ClearCoatTPSMaskStrength);
}
#endif
if (_ClearCoatSmoothnessMapInvert)
{
smoothness = 1 - smoothness;
}
if (_ClearCoatReflectionMaskInvert)
{
reflectionMask = 1 - reflectionMask;
}
if (_ClearCoatSpecularMaskInvert)
{
specularMask = 1 - specularMask;
}
if (_ClearCoatReflectionStrengthGlobalMask > 0)
{
reflectionMask = customBlend(reflectionMask, poiMods.globalMask[_ClearCoatReflectionStrengthGlobalMask-1], _ClearCoatReflectionStrengthGlobalMaskBlendType);
}
if (_ClearCoatSpecularStrengthGlobalMask > 0)
{
specularMask = customBlend(specularMask, poiMods.globalMask[_ClearCoatSpecularStrengthGlobalMask-1], _ClearCoatSpecularStrengthGlobalMaskBlendType);
}
float roughness = GetRoughness(smoothness);
float3 specCol = 0.220916301;
float omr = unity_ColorSpaceDielectricSpec.a;
float percepRough = 1 - smoothness;
UNITY_BRANCH
if (_ClearCoatGSAAEnabled)
{
percepRough = GSAA_Filament(poiMesh.normals[_ClearCoatNormalSelect], percepRough, _ClearCoatGSAAVariance, _ClearCoatGSAAThreshold);
}
float brdfRoughness = percepRough * percepRough;
brdfRoughness = max(brdfRoughness, 0.002);
float3 diffuse = 0;
float3 specular = 0;
float3 vSpecular = 0;
float3 reflections = 0;
float3 environment = 0;
float attenuation = min(poiLight.nDotLSaturated, lerp(poiLight.attenuation, 1, _CCIgnoreCastedShadows));
float3 fresnelTerm = 1;
float3 specularTerm = 1;
float clearcoatNDotL = lerp(poiLight.vertexNDotL, poiLight.nDotL, _ClearCoatNormalSelect);
float clearcoatNDotV = lerp(poiLight.vertexNDotV, poiLight.nDotV, _ClearCoatNormalSelect);
float clearcoatNDotH = lerp(poiLight.vertexNDotH, poiLight.nDotH, _ClearCoatNormalSelect);
float3 clearcoatReflectionDir = lerp(poiCam.vertexReflectionDir, poiCam.reflectionDir, _ClearCoatNormalSelect);
GetSpecFresTerm(clearcoatNDotL, clearcoatNDotV, clearcoatNDotH, poiLight.lDotH, specularTerm, fresnelTerm, specCol, brdfRoughness);
specular = poiLight.directColor * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _ClearCoatSpecularTint, _ClearCoatSpecularTintThemeIndex) * poiLight.occlusion * attenuation;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
fresnelTerm = 1;
specularTerm = 1;
float clearcoatVDotNL = lerp(poiLight.vertexVDotNL[index], poiLight.vDotNL[index], _ClearCoatNormalSelect);
float clearcoatVDotNH = lerp(poiLight.vertexVDotNH[index], poiLight.vDotNH[index], _ClearCoatNormalSelect);
GetSpecFresTerm(clearcoatVDotNL, clearcoatNDotV, clearcoatVDotNH, poiLight.vDotLH[index], specularTerm, fresnelTerm, specCol, brdfRoughness);
vSpecular += poiLight.vColor[index] * specularTerm * fresnelTerm * specularMask * poiThemeColor(poiMods, _ClearCoatSpecularTint, _ClearCoatSpecularTintThemeIndex) * poiLight.occlusion * poiLight.vAttenuation[index];
}
#endif
float surfaceReduction = (1.0 / (brdfRoughness * brdfRoughness + 1.0));
float grazingTerm = saturate(smoothness + (1 - omr));
float3 reflCol = GetReflections(poiCam, poiLight, poiMesh, roughness, _ClearCoatForceFallback, _ClearCoatLitFallback, _ClearCoatFallback, _ClearCoatFallback_HDR, clearcoatReflectionDir);
reflections = surfaceReduction * reflCol * lerp(1, FresnelLerp(specCol, grazingTerm, clearcoatNDotV), _ClearcoatFresnel);
reflections *= poiThemeColor(poiMods, _ClearCoatReflectionTint, _ClearCoatReflectionTintThemeIndex) * reflectionMask;
#ifdef POI_PASS_ADD
reflections *= poiLight.attenuation;
#endif
diffuse = lerp(diffuse, diffuse * omr, reflectionMask);
environment = specular + vSpecular;
#ifdef UNITY_PASS_FORWARDBASE
environment += reflections;
#endif
//diffuse *= poiLight.finalLighting;
diffuse += environment;
poiLight.finalLightAdd += saturate(diffuse * clearCoatMask);
}
#endif
//endex
//ifex _EnableEnvironmentalRim==0
#ifdef POI_ENVIRORIM
void applyEnvironmentRim(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
{
float enviroRimAlpha = saturate(1 - smoothstep(min(_RimEnviroSharpness, _RimEnviroWidth), _RimEnviroWidth, poiCam.vDotN));
_RimEnviroBlur *= 1.7 - 0.7 * _RimEnviroBlur;
float3 enviroRimColor = 0;
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999)
{
//Probe 1
float4 reflectionData0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor0 = DecodeHDR(reflectionData0, unity_SpecCube0_HDR);
//Probe 2
float4 reflectionData1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor1 = DecodeHDR(reflectionData1, unity_SpecCube1_HDR);
enviroRimColor = lerp(reflectionColor1, reflectionColor0, interpolator);
}
else
{
float4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
enviroRimColor = DecodeHDR(reflectionData, unity_SpecCube0_HDR);
}
half enviroMask = 1;
#if defined(PROP_RIMENVIROMASK) || !defined(OPTIMIZER_ENABLED)
enviroMask = POI2D_SAMPLER_PAN(_RimEnviroMask, _MainTex, poiMesh.uv[_RimEnviroMaskUV], _RimEnviroMaskPan)[_RimEnviroChannel];
#endif
float3 envRimCol = lerp(0, max(0, (enviroRimColor - _RimEnviroMinBrightness) * poiFragData.baseColor), enviroRimAlpha).rgb * enviroMask * _RimEnviroIntensity;
poiFragData.finalColor += envRimCol;
}
#endif
//endex
//ifex _StylizedSpecular==0
#ifdef POI_STYLIZED_StylizedSpecular
void stylizedSpecular(inout PoiFragData poiFragData, in PoiCam poiCam, inout PoiLight poiLight, in PoiMesh poiMesh, in PoiMods poiMods)
{
float specArea = 0.5 * poiLight.nDotH + 0.5;
#if defined(PROP_HIGHCOLOR_TEX) || !defined(OPTIMIZER_ENABLED)
float3 specularMap = POI2D_SAMPLER_PAN(_HighColor_Tex, _MainTex, poiUV(poiMesh.uv[_HighColor_TexUV], _HighColor_Tex_ST), _HighColor_TexPan);
#else
float3 specularMap = 1;
#endif
// Spec 1
float specMask1 = 0;
float specMask2 = 0;
if (_Is_SpecularToHighColor)
{
specMask1 += pow(specArea, exp2(lerp(11, 1, _HighColor_Power))) * _Layer1Strength;
specMask2 += pow(specArea, exp2(lerp(11, 1, _Layer2Size))) * _Layer2Strength;
}
else
{
specMask1 += poiEdgeNonLinear(specArea, (1.0 - pow(_HighColor_Power, 5)), _StylizedSpecularFeather) * _Layer1Strength;
specMask2 += poiEdgeNonLinear(specArea, (1.0 - pow(_Layer2Size, 5)), _StylizedSpecular2Feather) * _Layer2Strength;
}
#if defined(PROP_SET_HIGHCOLORMASK) || !defined(OPTIMIZER_ENABLED)
float specularMask = POI2D_SAMPLER_PAN(_Set_HighColorMask, _MainTex, poiUV(poiMesh.uv[_Set_HighColorMaskUV], _Set_HighColorMask_ST), _Set_HighColorMaskPan)[_Set_HighColorMaskChannel];
#else
float specularMask = 1;
#endif
specularMask = saturate(specularMask + _Tweak_HighColorMaskLevel);
float specMask = saturate(specMask1 + specMask2) * specularMask * poiLight.rampedLightMap;
float attenuation = min(poiLight.nDotLSaturated, lerp(poiLight.attenuation, 1, _SSIgnoreCastedShadows));
#ifdef POI_PASS_ADD
attenuation *= lerp(poiLight.additiveShadow, 1, _SSIgnoreCastedShadows);
#endif
if (_Is_BlendAddToHiColor == 1)
{
poiLight.finalLightAdd += max(0, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex) * lerp(1, poiLight.directColor, _UseLightColor) * specMask * poiLight.occlusion * attenuation * _StylizedSpecularStrength);
}
else
{
poiFragData.baseColor = lerp(poiFragData.baseColor, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex) * lerp(1, poiLight.directColor, _UseLightColor), saturate(specMask * poiLight.occlusion * attenuation * _StylizedSpecularStrength));
}
//poiFragData.baseColor = _StylizedSpecularStrength;
float3 vSpecMask = 0;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
for (int index = 0; index < 4; index++)
{
specArea = 0.5 * poiLight.vDotNH[index] + 0.5;
if (_Is_SpecularToHighColor)
{
vSpecMask = pow(specArea, exp2(lerp(11, 1, _HighColor_Power))) * _Layer1Strength * poiLight.vAttenuation * poiLight.vColor[index];
vSpecMask = max(vSpecMask, pow(specArea, exp2(lerp(11, 1, _Layer2Size))) * _Layer2Strength * poiLight.vAttenuation * poiLight.vColor[index]);
}
else
{
vSpecMask = poiEdgeNonLinear(specArea, (1.0 - pow(_HighColor_Power, 5)), _StylizedSpecularFeather) * _Layer1Strength * poiLight.vAttenuation * poiLight.vColor[index];
vSpecMask = max(vSpecMask, poiEdgeNonLinear(specArea, (1.0 - pow(_Layer2Size, 5)), _StylizedSpecular2Feather) * _Layer2Strength * poiLight.vAttenuation * poiLight.vColor[index]);
}
}
vSpecMask *= specularMask;
if (_Is_BlendAddToHiColor == 1)
{
poiLight.finalLightAdd += max(0, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex) * vSpecMask * poiLight.occlusion * _StylizedSpecularStrength);
}
else
{
poiFragData.baseColor = lerp(poiFragData.baseColor, specularMap * poiThemeColor(poiMods, _HighColor, _HighColorThemeIndex), saturate(vSpecMask * poiLight.occlusion * _StylizedSpecularStrength));
}
#endif
}
#endif
//endex
//ifex _EnablePathing==0
#ifdef POI_PATHING
void applyPathing(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float3 albedo = poiFragData.baseColor;
float3 pathEmission;
#if defined(PROP_PATHINGMAP) || !defined(OPTIMIZER_ENABLED)
float4 path = _PathingMap.Sample(SmpRepeatPoint, poiUV(poiMesh.uv[_PathingMapUV], _PathingMap_ST) + _PathingMapPan.xy * _Time.x);
#else
float4 path = float4(1, 1, 1, 1);
#endif
float4 PathColor[4];
half pathAudioLinkPathTimeOffsetBand[4] = {
0, 0, 0, 0
};
half2 pathAudioLinkTimeOffset[4] = {
half2(0, 0), half2(0, 0), half2(0, 0), half2(0, 0)
};
half pathAudioLinkPathWidthOffsetBand[4] = {
0, 0, 0, 0
};
half2 pathAudioLinkWidthOffset[4] = {
half2(0, 0), half2(0, 0), half2(0, 0), half2(0, 0)
};
PathColor[0] = _PathColorR;
PathColor[1] = _PathColorG;
PathColor[2] = _PathColorB;
PathColor[3] = _PathColorA;
// Combined data
if (_PathGradientType == 1)
{
path = (path.r + path.g + path.b + path.a) * .25;
}
#if defined(PROP_PATHINGCOLORMAP) || !defined(OPTIMIZER_ENABLED)
float4 pathColorMap = POI2D_SAMPLER_PAN(_PathingColorMap, _MainTex, poiUV(poiMesh.uv[_PathingColorMapUV], _PathingColorMap_ST), _PathingColorMapPan);
#else
float4 pathColorMap = float4(1, 1, 1, 1);
#endif
float4 pathAudioLinkEmission = 0;
float4 pathTime = 0;
float3 pathAlpha[4] = {
float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0)
};
#ifdef POI_AUDIOLINK
float4 chronoType = float4(_PathChronoTypeR, _PathChronoTypeG, _PathChronoTypeB, _PathChronoTypeA);
float4 chronoBand = float4(_PathChronoBandR, _PathChronoBandG, _PathChronoBandB, _PathChronoBandA);
float4 chronoSpeed = float4(_PathChronoSpeedR, _PathChronoSpeedG, _PathChronoSpeedB, _PathChronoSpeedA);
float4 autoCorrelator = float4(_PathALAutoCorrelatorR, _PathALAutoCorrelatorG, _PathALAutoCorrelatorB, _PathALAutoCorrelatorA);
float2 history[4] = {
float2(_PathALHistoryR, _PathALHistoryBandR), float2(_PathALHistoryG, _PathALHistoryBandG), float2(_PathALHistoryB, _PathALHistoryBandB), float2(_PathALHistoryA, _PathALHistoryBandA)
};
if (poiMods.audioLinkAvailable)
{
if (_PathALTimeOffset)
{
pathAudioLinkPathTimeOffsetBand[0] = _AudioLinkPathTimeOffsetBandR;
pathAudioLinkPathTimeOffsetBand[1] = _AudioLinkPathTimeOffsetBandG;
pathAudioLinkPathTimeOffsetBand[2] = _AudioLinkPathTimeOffsetBandB;
pathAudioLinkPathTimeOffsetBand[3] = _AudioLinkPathTimeOffsetBandA;
pathAudioLinkTimeOffset[0] = _AudioLinkPathTimeOffsetR.xy;
pathAudioLinkTimeOffset[1] = _AudioLinkPathTimeOffsetG.xy;
pathAudioLinkTimeOffset[2] = _AudioLinkPathTimeOffsetB.xy;
pathAudioLinkTimeOffset[3] = _AudioLinkPathTimeOffsetA.xy;
}
if (_PathALWidthOffset)
{
pathAudioLinkPathWidthOffsetBand[0] = _AudioLinkPathWidthOffsetBandR;
pathAudioLinkPathWidthOffsetBand[1] = _AudioLinkPathWidthOffsetBandG;
pathAudioLinkPathWidthOffsetBand[2] = _AudioLinkPathWidthOffsetBandB;
pathAudioLinkPathWidthOffsetBand[3] = _AudioLinkPathWidthOffsetBandA;
pathAudioLinkWidthOffset[0] = _AudioLinkPathWidthOffsetR.xy;
pathAudioLinkWidthOffset[1] = _AudioLinkPathWidthOffsetG.xy;
pathAudioLinkWidthOffset[2] = _AudioLinkPathWidthOffsetB.xy;
pathAudioLinkWidthOffset[3] = _AudioLinkPathWidthOffsetA.xy;
}
// Emission Offset
if (_PathALEmissionOffset)
{
pathAudioLinkEmission.r += lerp(_AudioLinkPathEmissionAddR.x, _AudioLinkPathEmissionAddR.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandR]);
pathAudioLinkEmission.g += lerp(_AudioLinkPathEmissionAddG.x, _AudioLinkPathEmissionAddG.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandG]);
pathAudioLinkEmission.b += lerp(_AudioLinkPathEmissionAddB.x, _AudioLinkPathEmissionAddB.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandB]);
pathAudioLinkEmission.a += lerp(_AudioLinkPathEmissionAddA.x, _AudioLinkPathEmissionAddA.y, poiMods.audioLink[_AudioLinkPathEmissionAddBandA]);
}
if (_PathALCCR)
{
PathColor[0] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[0] * AUDIOLINK_WIDTH, 0));
}
if (_PathALCCG)
{
PathColor[1] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[1] * AUDIOLINK_WIDTH, 0));
}
if (_PathALCCB)
{
PathColor[2] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[2] * AUDIOLINK_WIDTH, 0));
}
if (_PathALCCA)
{
PathColor[3] *= AudioLinkLerp(ALPASS_CCSTRIP + float2(path[3] * AUDIOLINK_WIDTH, 0));
}
}
#endif
[unroll]
for (int index = 0; index < 4; index++)
{
float timeOffset = 0;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
if (_PathALTimeOffset)
{
timeOffset += lerp(pathAudioLinkTimeOffset[index].x, pathAudioLinkTimeOffset[index].y, poiMods.audioLink[pathAudioLinkPathTimeOffsetBand[index]]);
}
if (_PathALChrono)
{
timeOffset += AudioLinkGetChronoTime(chronoType[index], chronoBand[index]) * chronoSpeed[index];
}
}
#endif
pathTime[index] = _PathTime[index] != -999.0f ? frac(_PathTime[index] + _PathOffset[index] + timeOffset) : frac(_Time.x * _PathSpeed[index] + _PathOffset[index] + timeOffset);
if (_PathSegments[index])
{
float pathSegments = abs(_PathSegments[index]);
pathTime = (ceil(pathTime * pathSegments) - .5) / pathSegments;
}
if (path[index])
{
// Cutting it in half because it goes out in both directions for now
half pathWidth = _PathWidth[index] * .5;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (poiMods.audioLinkAvailable)
{
if (_PathALWidthOffset)
{
pathWidth += lerp(pathAudioLinkWidthOffset[index].x, pathAudioLinkWidthOffset[index].y, poiMods.audioLink[pathAudioLinkPathWidthOffsetBand[index]]);
}
}
#endif
//fill
pathAlpha[index].x = pathTime[index] > path[index];
//path
pathAlpha[index].y = saturate((1 - abs(lerp(-pathWidth, 1 + pathWidth, pathTime[index]) - path[index])) - (1 - pathWidth)) * (1 / pathWidth);
//loop
pathAlpha[index].z = saturate((1 - distance(pathTime[index], path[index])) - (1 - pathWidth)) * (1 / pathWidth);
pathAlpha[index].z += saturate(distance(pathTime[index], path[index]) - (1 - pathWidth)) * (1 / pathWidth);
pathAlpha[index] = smoothstep(0, _PathSoftness[index] + .00001, pathAlpha[index]);
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
if (_PathALHistory && history[index].x)
{
pathAlpha[index] *= AudioLinkLerp(ALPASS_AUDIOLINK + float2(path[index] * AUDIOLINK_WIDTH, history[index].y)).r;
}
if (_PathALAutoCorrelator && autoCorrelator[index] != 0)
{
float autoCorrelatorUV = path[index];
if (autoCorrelator[index] == 2)
{
autoCorrelatorUV = abs(1. - path[index] * 2.);
}
pathAlpha[index] *= AudioLinkLerp(ALPASS_AUTOCORRELATOR + float2(autoCorrelatorUV * AUDIOLINK_WIDTH, 0)).r;
}
}
#endif
}
}
// Emission
pathEmission = 0;
pathEmission += pathAlpha[0][_PathTypeR] * poiThemeColor(poiMods, PathColor[0].rgb, _PathColorRThemeIndex) * (_PathEmissionStrength[0] + pathAudioLinkEmission.r);
pathEmission += pathAlpha[1][_PathTypeG] * poiThemeColor(poiMods, PathColor[1].rgb, _PathColorGThemeIndex) * (_PathEmissionStrength[1] + pathAudioLinkEmission.g);
pathEmission += pathAlpha[2][_PathTypeB] * poiThemeColor(poiMods, PathColor[2].rgb, _PathColorBThemeIndex) * (_PathEmissionStrength[2] + pathAudioLinkEmission.b);
pathEmission += pathAlpha[3][_PathTypeA] * poiThemeColor(poiMods, PathColor[3].rgb, _PathColorAThemeIndex) * (_PathEmissionStrength[3] + pathAudioLinkEmission.a);
pathEmission *= pathColorMap.rgb * pathColorMap.a;
float3 colorReplace = 0;
colorReplace = pathAlpha[0][_PathTypeR] * poiThemeColor(poiMods, PathColor[0].rgb, _PathColorRThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[0].a * pathAlpha[0][_PathTypeR]);
colorReplace = pathAlpha[1][_PathTypeG] * poiThemeColor(poiMods, PathColor[1].rgb, _PathColorGThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[1].a * pathAlpha[1][_PathTypeG]);
colorReplace = pathAlpha[2][_PathTypeB] * poiThemeColor(poiMods, PathColor[2].rgb, _PathColorBThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[2].a * pathAlpha[2][_PathTypeB]);
colorReplace = pathAlpha[3][_PathTypeA] * poiThemeColor(poiMods, PathColor[3].rgb, _PathColorAThemeIndex) * pathColorMap.rgb;
albedo.rgb = lerp(albedo.rgb, colorReplace + albedo.rgb * 0.00001, pathColorMap.a * PathColor[3].a * pathAlpha[3][_PathTypeA]);
float alpha = max(max(max(pathAlpha[0][_PathTypeR], pathAlpha[1][_PathTypeG]), pathAlpha[2][_PathTypeB]), pathAlpha[3][_PathTypeA]);
poiFragData.alpha *= lerp(1, alpha, _PathingOverrideAlpha);
poiFragData.baseColor = albedo.rgb;
poiFragData.emission += pathEmission;
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
void applyMirror(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float inMirror = 0;
if (_VisibilityMode == 1) // VRC
inMirror = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
inMirror = IsInMirror();
#if (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 mirrorTexture = POI2D_SAMPLER_PAN(_MirrorTexture, _MainTex, poiMesh.uv[_MirrorTextureUV], _MirrorTexturePan);
if (inMirror)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, mirrorTexture.rgb, _MirrorTextureBlendType), mirrorTexture.a * _MirrorColor.a);
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#else
if (inMirror)
{
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#endif
#endif
}
#endif
//endex
//ifex _EnableTouchGlow==0
#ifdef GRAIN
void applyDepthFX(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiMods poiMods)
{
float3 touchEmission = 0;
float perspectiveDivide = 1.0f / poiCam.clipPos.w;
float4 direction = poiCam.worldDirection * perspectiveDivide;
float2 screenPos = poiCam.grabPos.xy * perspectiveDivide;
float z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenPos);
#if UNITY_REVERSED_Z
if (z == 0)
#else
if (z == 1)
#endif
return;
float depth = CorrectedLinearEyeDepth(z, direction.w);
float3 worldpos = direction * depth + _WorldSpaceCameraPos.xyz;
/*
finalColor.rgb = frac(worldpos);
return;
*/
float diff = distance(worldpos, poiMesh.worldPos);
//poiFragData.finalColor = diff;
#if defined(PROP_DEPTHMASK) || !defined(OPTIMIZER_ENABLED)
float depthMask = POI2D_SAMPLER_PAN(_DepthMask, _MainTex, poiUV(poiMesh.uv[_DepthMaskUV], _DepthMask_ST), _DepthMaskPan)[_DepthMaskChannel];
#else
float depthMask = 1;
#endif
if (_DepthMaskGlobalMask > 0)
{
depthMask = customBlend(depthMask, poiMods.globalMask[_DepthMaskGlobalMask-1], _DepthMaskGlobalMaskBlendType);
}
if (_DepthColorToggle)
{
float colorBlendAlpha = lerp(_DepthColorMinValue, _DepthColorMaxValue, remapClamped(_DepthColorMinDepth, _DepthColorMaxDepth, diff));
#if defined(PROP_DEPTHTEXTURE) || !defined(OPTIMIZER_ENABLED)
float2 depthTextureUV = float2(0, 0);
if (_DepthTextureUV == 8)
{
depthTextureUV = lerp(0, 1, remapClamped(_DepthColorMinDepth, _DepthColorMaxDepth, diff));
}
else
{
depthTextureUV = poiMesh.uv[_DepthTextureUV];
}
float3 depthColor = POI2D_SAMPLER_PAN(_DepthTexture, _MainTex, poiUV(depthTextureUV, _DepthTexture_ST), _DepthTexturePan).rgb * poiThemeColor(poiMods, _DepthColor, _DepthColorThemeIndex);
#else
float3 depthColor = poiThemeColor(poiMods, _DepthColor, _DepthColorThemeIndex);
#endif
switch(_DepthColorBlendMode)
{
case 0:
{
poiFragData.finalColor = lerp(poiFragData.finalColor, depthColor, colorBlendAlpha * depthMask);
break;
}
case 1:
{
poiFragData.finalColor *= lerp(1, depthColor, colorBlendAlpha * depthMask);
break;
}
case 2:
{
poiFragData.finalColor = saturate(poiFragData.finalColor + lerp(0, depthColor, colorBlendAlpha * depthMask));
break;
}
}
poiFragData.emission += depthColor * colorBlendAlpha * _DepthEmissionStrength * depthMask;
}
if (_DepthAlphaToggle)
{
poiFragData.alpha *= lerp(poiFragData.alpha, saturate(lerp(_DepthAlphaMinValue, _DepthAlphaMaxValue, remapClamped(_DepthAlphaMinDepth, _DepthAlphaMaxDepth, diff))), depthMask);
}
}
#endif
//endex
//ifex _EnableIridescence==0
#ifdef POI_IRIDESCENCE
float3 calculateNormal(PoiMesh poiMesh, float3 baseNormal, int normalSelection)
{
float3 normal = baseNormal;
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_IridescenceNormalMap, _MainTex, poiUV(poiMesh.uv[_IridescenceNormalMapUV], _IridescenceNormalMap_ST), _IridescenceNormalMapPan), _IridescenceNormalIntensity);
normal = normalize(normal.x * poiMesh.tangent[normalSelection] + normal.y * poiMesh.binormal[normalSelection] + normal.z * baseNormal);
#endif
return normal;
}
void applyIridescence(inout PoiFragData poiFragData, PoiMesh poiMesh, PoiCam poiCam, inout PoiMods poiMods)
{
float3 normal = poiMesh.normals[_IridescenceNormalSelection];
if (_IridescenceNormalToggle)
{
normal = calculateNormal(poiMesh, normal, _IridescenceNormalSelection);
}
float ndotv = dot(normal, poiCam.viewDir);
float4 iridescenceColor = 1;
#if defined(PROP_IRIDESCENCERAMP) || !defined(OPTIMIZER_ENABLED)
iridescenceColor = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceRamp, _MainTex, (1 - abs(ndotv)) * _IridescenceRamp_ST.xy + _IridescenceRampPan * _Time.x + _IridescenceRamp_ST.zw);
if (_IridescenceHueShiftEnabled == 1)
{
float hue = _IridescenceHueShift + frac(_Time.x * _IridescenceHueShiftSpeed);
iridescenceColor.rgb = hueShift(iridescenceColor.rgb, hue);
}
#endif
float iridescenceMask = 1;
#if defined(PROP_IRIDESCENCEMASK) || !defined(OPTIMIZER_ENABLED)
iridescenceMask = POI2D_SAMPLER_PAN(_IridescenceMask, _MainTex, poiUV(poiMesh.uv[_IridescenceMaskUV], _IridescenceMask_ST), _IridescenceMaskPan)[_IridescenceMaskChannel];
#endif
if (_IridescenceMaskGlobalMask > 0)
{
iridescenceMask = customBlend(iridescenceMask, poiMods.globalMask[_IridescenceMaskGlobalMask-1], _IridescenceMaskGlobalMaskBlendType);
}
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, saturate(iridescenceColor.rgb * _IridescenceIntensity), iridescenceColor.a * _IridescenceReplaceBlend * iridescenceMask);
poiFragData.baseColor.rgb += saturate(iridescenceColor.rgb * _IridescenceIntensity * iridescenceColor.a * _IridescenceAddBlend * iridescenceMask);
poiFragData.baseColor.rgb *= saturate(lerp(1, iridescenceColor.rgb * _IridescenceIntensity, iridescenceColor.a * _IridescenceMultiplyBlend * iridescenceMask));
float emissionStrength = _IridescenceEmissionStrength;
#ifdef POI_AUDIOLINK
if (any(_IridescenceAudioLinkEmissionAdd))
{
emissionStrength += lerp(_IridescenceAudioLinkEmissionAdd.x, _IridescenceAudioLinkEmissionAdd.y, poiMods.audioLink[_IridescenceAudioLinkEmissionAddBand]);
}
#endif
poiFragData.emission += saturate(iridescenceColor.rgb * _IridescenceIntensity) * iridescenceColor.a * iridescenceMask * emissionStrength;
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
void calculateBlackLightMasks(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#ifdef VERTEXLIGHT_ON
for (int lightIndex = 0; lightIndex < 4; lightIndex ++)
{
float3 lightPos = float3(unity_4LightPosX0[lightIndex], unity_4LightPosY0[lightIndex], unity_4LightPosZ0[lightIndex]);
if (!distance(unity_LightColor[lightIndex].rgb, float3(0, 0, 0)))
{
if (_BlackLightMasking0GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking0Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking0GlobalMaskIndex-1, _BlackLightMasking0GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking1GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking1Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking1GlobalMaskIndex-1, _BlackLightMasking1GlobalMaskBlendType, smoothstep(_BlackLightMasking1Range.y, _BlackLightMasking1Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking2GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking2Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking2GlobalMaskIndex-1, _BlackLightMasking2GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking3GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking3Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking3GlobalMaskIndex-1, _BlackLightMasking3GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
}
}
#endif
}
#endif
//endex
//ifex _TextEnabled==0
#ifdef EFFECT_BUMP
float2 TransformUV(float2 offset, float rotation, float2 scale, float2 uv)
{
float theta = radians(rotation);
scale = 1 - scale;
float cs = cos(theta);
float sn = sin(theta);
float2 centerPoint = offset + .5;
uv = float2((uv.x - centerPoint.x) * cs - (uv.y - centerPoint.y) * sn + centerPoint.x, (uv.x - centerPoint.x) * sn + (uv.y - centerPoint.y) * cs + centerPoint.y);
return remap(uv, float2(0, 0) + offset + (scale * .5), float2(1, 1) + offset - (scale * .5), float2(0, 0), float2(1, 1));
}
float2 getAsciiCoordinate(float index)
{
return float2((index - 1) / 16, 1 - ((floor(index / 16 - glyphWidth)) / 16));
}
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
void ApplyPositionText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
float3 cameraPos = clamp(getCameraPosition(), -999, 999);
float3 absCameraPos = abs(cameraPos);
float totalCharacters = 20;
float positionArray[20];
positionArray[0] = cameraPos.x >= 0 ? ASCII_NEGATIVE : ASCII_POSITIVE;
positionArray[1] = floor((absCameraPos.x * .01) % 10) + 48;
positionArray[2] = floor((absCameraPos.x * .1) % 10) + 48;
positionArray[3] = floor(absCameraPos.x % 10) + 48;
positionArray[4] = ASCII_PERIOD;
positionArray[5] = floor((absCameraPos.x * 10) % 10) + 48;
positionArray[6] = ASCII_COMMA;
positionArray[7] = cameraPos.y >= 0 ? ASCII_NEGATIVE : ASCII_POSITIVE;
positionArray[8] = floor((absCameraPos.y * .01) % 10) + 48;
positionArray[9] = floor((absCameraPos.y * .1) % 10) + 48;
positionArray[10] = floor(absCameraPos.y % 10) + 48;
positionArray[11] = ASCII_PERIOD;
positionArray[12] = floor((absCameraPos.y * 10) % 10) + 48;
positionArray[13] = ASCII_COMMA;
positionArray[14] = cameraPos.z >= 0 ? ASCII_NEGATIVE : ASCII_POSITIVE;
positionArray[15] = floor((absCameraPos.z * .01) % 10) + 48;
positionArray[16] = floor((absCameraPos.z * .1) % 10) + 48;
positionArray[17] = floor(absCameraPos.z % 10) + 48;
positionArray[18] = ASCII_PERIOD;
positionArray[19] = floor((absCameraPos.z * 10) % 10) + 48;
uv = TransformUV(_TextPositionOffset, _TextPositionRotation, _TextPositionScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(positionArray[currentCharacter]);
float2 startUV = float2(1 / totalCharacters * currentCharacter, 0);
float2 endUV = float2(1 / totalCharacters * (currentCharacter + 1), 1);
fixed4 textPositionPadding = _TextPositionPadding;
textPositionPadding *= 1 / totalCharacters;
uv = remapClamped(startUV, endUV, uv, float2(glyphPos.x + textPositionPadding.x, glyphPos.y - glyphWidth + textPositionPadding.y), float2(glyphPos.x + glyphWidth - textPositionPadding.z, glyphPos.y - textPositionPadding.w));
if (uv.x > glyphPos.x + glyphWidth - textPositionPadding.z - .001 || uv.x < glyphPos.x + textPositionPadding.x + .001 || uv.y > glyphPos.y - textPositionPadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textPositionPadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextPositionColor.rgb, _TextPositionColorThemeIndex), opacity * _TextPositionColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextPositionColor.rgb, _TextPositionColorThemeIndex) * opacity * _TextPositionEmissionStrength;
}
void ApplyTimeText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
float instanceTime = _Time.y;
float hours = instanceTime / 3600;
float minutes = (instanceTime / 60) % 60;
float seconds = instanceTime % 60;
float totalCharacters = 8;
float timeArray[8];
timeArray[0] = floor((hours * .1) % 10) + 48;
timeArray[1] = floor(hours % 10) + 48;
timeArray[2] = ASCII_SEMICOLON;
timeArray[3] = floor((minutes * .1) % 10) + 48;
timeArray[4] = floor(minutes % 10) + 48;
timeArray[5] = ASCII_SEMICOLON;
timeArray[6] = floor((seconds * .1) % 10) + 48;
timeArray[7] = floor(seconds % 10) + 48;
uv = TransformUV(_TextTimeOffset, _TextTimeRotation, _TextTimeScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(timeArray[currentCharacter]);
// 0.1428571 = 1/7 = 1 / totalCharacters
float startUV = 1 / totalCharacters * currentCharacter;
float endUV = 1 / totalCharacters * (currentCharacter + 1);
fixed4 textTimePadding = _TextTimePadding;
textTimePadding *= 1 / totalCharacters;
uv = remapClamped(float2(startUV, 0), float2(endUV, 1), uv, float2(glyphPos.x + textTimePadding.x, glyphPos.y - glyphWidth + textTimePadding.y), float2(glyphPos.x + glyphWidth - textTimePadding.z, glyphPos.y - textTimePadding.w));
if (uv.x > glyphPos.x + glyphWidth - textTimePadding.z - .001 || uv.x < glyphPos.x + textTimePadding.x + .001 || uv.y > glyphPos.y - textTimePadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textTimePadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextTimeColor.rgb, _TextTimeColorThemeIndex), opacity * _TextTimeColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextTimeColor.rgb, _TextTimeColorThemeIndex) * opacity * _TextTimeEmissionStrength;
}
void ApplyFPSText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
float smoothDeltaTime = clamp(unity_DeltaTime.w, 0, 999);
float totalCharacters = 7;
float fpsArray[7];
fpsArray[0] = ASCII_F;
fpsArray[1] = ASCII_P;
fpsArray[2] = ASCII_S;
fpsArray[3] = ASCII_SEMICOLON;
fpsArray[4] = floor((smoothDeltaTime * .01) % 10) + 48;
fpsArray[5] = floor((smoothDeltaTime * .1) % 10) + 48;
fpsArray[6] = floor(smoothDeltaTime % 10) + 48;
uv = TransformUV(_TextFPSOffset, _TextFPSRotation, _TextFPSScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(fpsArray[currentCharacter]);
// 0.1428571 = 1/7 = 1 / totalCharacters
float startUV = 1 / totalCharacters * currentCharacter;
float endUV = 1 / totalCharacters * (currentCharacter + 1);
float4 textFPSPadding = _TextFPSPadding;
textFPSPadding *= 1 / totalCharacters;
uv = remapClamped(float2(startUV, 0), float2(endUV, 1), uv, float2(glyphPos.x + textFPSPadding.x, glyphPos.y - glyphWidth + textFPSPadding.y), float2(glyphPos.x + glyphWidth - textFPSPadding.z, glyphPos.y - textFPSPadding.w));
if (uv.x > glyphPos.x + glyphWidth - textFPSPadding.z - .001 || uv.x < glyphPos.x + textFPSPadding.x + .001 || uv.y > glyphPos.y - textFPSPadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textFPSPadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextFPSColor.rgb, _TextFPSColorThemeIndex), opacity * _TextFPSColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextFPSColor.rgb, _TextFPSColorThemeIndex) * opacity * _TextFPSEmissionStrength;
}
void ApplyNumericText(inout PoiFragData poiFragData, float2 uv, in PoiMods poiMods)
{
// If both digits are set to zero: exit.
if (_TextNumericWholeDigits == 0 && _TextNumericDecimalDigits == 0)
{
return;
}
uint wholeNumber = 0;
uint decimalNumber = 0;
uint wholeDigits = _TextNumericWholeDigits;
uint decimalDigits = _TextNumericDecimalDigits;
float NumericArray[10]; // 10 is the max amount of characters = 1 sign + 4 max whole digits + 1 decimal mark + 4 max decimal digits
uint arrayIndex = 1; // Start at 1 because position 0 is always the sign.
float totalCharacters = 1 + wholeDigits + decimalDigits; // Sign Character + Whole Digits + Decimal Digits
//Determine Sign
float charSign = ASCII_SPACE; //Default to positive
if (sign(_TextNumericValue) == -1)
{
charSign = ASCII_NEGATIVE;
}
NumericArray[0] = charSign; //First character is always the sign
//Isolate whole number and fill array
if (wholeDigits > 0)
{
wholeNumber = uint(glsl_mod(abs(_TextNumericValue), pow(10, wholeDigits)));
int expIndex = -1 * (wholeDigits - 1); // Exponent Index
bool leadingZero = true;
// Pouplate the Array
while (arrayIndex <= wholeDigits)
{
// Grab the corresponding digit from the whole number going from left to right.
int digit = floor(glsl_mod(wholeNumber * pow(10, expIndex), 10));
// Take the resulting value and add 48 to get the corresponding location in the font array.
NumericArray[arrayIndex] = digit + 48;
//Trim Leading Zeroes, but leave at least one.
if (_TextNumericTrimZeroes == true)
{
//If the digit is zero and there hasn't been any digits greater than 0 previously.
if (digit == 0 && leadingZero == true && arrayIndex != wholeDigits)
{
//Overwrite the leading zero.
NumericArray[arrayIndex] = ASCII_SPACE;
}
else
{
leadingZero = false;
}
}
expIndex++;
arrayIndex++;
}
}
// Isolate decimal number and fill array
if (decimalDigits > 0)
{
// Add a decimal point
NumericArray[arrayIndex] = ASCII_PERIOD;
int decimalPointer = arrayIndex;
arrayIndex++;
totalCharacters++;
decimalNumber = uint(frac(abs(_TextNumericValue)) * pow(10.00001, decimalDigits)); // Isolate the decimal number
int expIndex = -1 * (decimalDigits - 1); // Exponent Index
//Populate the Array with the remaining digits
while (arrayIndex <= (totalCharacters))
{
// Grab the corresponding digit from the whole number going from left to right.
int digit = floor(glsl_mod(decimalNumber * pow(10, expIndex), 10));
// Take the resulting value and add 48 to get the corresponding location in the font array.
NumericArray[arrayIndex] = digit + 48;
expIndex++;
arrayIndex++;
}
}
uv = TransformUV(_TextNumericOffset, _TextNumericRotation, _TextNumericScale, uv);
if (uv.x > 1 || uv.x < 0 || uv.y > 1 || uv.y < 0)
{
return;
}
float currentCharacter = floor(uv.x * totalCharacters);
float2 glyphPos = getAsciiCoordinate(NumericArray[currentCharacter]);
float startUV = 1 / totalCharacters * currentCharacter;
float endUV = 1 / totalCharacters * (currentCharacter + 1);
float4 textNumericPadding = _TextNumericPadding;
textNumericPadding *= 1 / totalCharacters;
uv = remapClamped(float2(startUV, 0), float2(endUV, 1), uv, float2(glyphPos.x + textNumericPadding.x, glyphPos.y - glyphWidth + textNumericPadding.y), float2(glyphPos.x + glyphWidth - textNumericPadding.z, glyphPos.y - textNumericPadding.w));
if (uv.x > glyphPos.x + glyphWidth - textNumericPadding.z - .001 || uv.x < glyphPos.x + textNumericPadding.x + .001 || uv.y > glyphPos.y - textNumericPadding.w - .001 || uv.y < glyphPos.y - glyphWidth + textNumericPadding.y + .001)
{
return;
}
float3 samp = tex2D(_TextGlyphs, TRANSFORM_TEX(uv, _TextGlyphs)).rgb;
float2 msdfUnit = _TextPixelRange / _TextGlyphs_TexelSize.zw;
float sigDist = median(samp.r, samp.g, samp.b) - 0.5;
sigDist *= max(dot(msdfUnit, 0.5 / fwidth(uv)), 1);
float opacity = clamp(sigDist + 0.5, 0, 1);
poiFragData.baseColor = lerp(poiFragData.baseColor, poiThemeColor(poiMods, _TextNumericColor.rgb, _TextNumericColorThemeIndex), opacity * _TextNumericColor.a);
globalTextEmission += poiThemeColor(poiMods, _TextNumericColor.rgb, _TextNumericColorThemeIndex) * opacity * _TextNumericEmissionStrength;
}
void ApplyTextOverlayColor(inout PoiFragData poiFragData, PoiMesh poiMesh, in PoiMods poiMods)
{
globalTextEmission = 0;
float positionalOpacity = 0;
if (_TextFPSEnabled == 1)
ApplyFPSText(poiFragData, poiMesh.uv[_TextFPSUV], poiMods);
if (_TextPositionEnabled == 1)
ApplyPositionText(poiFragData, poiMesh.uv[_TextPositionUV], poiMods);
if (_TextTimeEnabled == 1)
ApplyTimeText(poiFragData, poiMesh.uv[_TextTimeUV], poiMods);
if (_TextNumericEnabled == 1)
ApplyNumericText(poiFragData, poiMesh.uv[_TextNumericUV], poiMods);
poiFragData.emission += globalTextEmission;
}
#endif
//endex
//ifex _PostProcess==0
#ifdef POSTPROCESS
float3 poiPosterize(float3 color, float steps)
{
float3 newColor = color;
steps = floor(steps);
newColor.r = floor(newColor.r * steps) / steps;
newColor.g = floor(newColor.g * steps) / steps;
newColor.b = floor(newColor.b * steps) / steps;
return newColor;
}
float oetf_sRGB_scalar(float L)
{
float V = 1.055 * (pow(L, 1.0 / 2.4)) - 0.055;
if (L <= 0.0031308)
V = L * 12.92;
return V;
}
float3 oetf_sRGB(float3 L)
{
return float3(oetf_sRGB_scalar(L.r), oetf_sRGB_scalar(L.g), oetf_sRGB_scalar(L.b));
}
float eotf_sRGB_scalar(float V)
{
float L = pow((V + 0.055) / 1.055, 2.4);
if (V <= oetf_sRGB_scalar(0.0031308))
L = V / 12.92;
return L;
}
float3 GetHDR(float3 rgb)
{
return float3(eotf_sRGB_scalar(rgb.r), eotf_sRGB_scalar(rgb.g), eotf_sRGB_scalar(rgb.b));
}
float3 GetContrast(float3 col, float contrast)
{
return lerp(float3(0.5, 0.5, 0.5), col, contrast);
}
float3 GetSaturation(float3 col, float interpolator)
{
return lerp(dot(col, float3(0.3, 0.59, 0.11)), col, interpolator);
}
void applyPostProcessing(inout PoiFragData poiFragData, in PoiMesh poiMesh)
{
float3 col = poiFragData.finalColor;
col = hueShift(col, _PPHue);
col *= _PPTint;
col *= _PPRGB;
col = GetSaturation(col, _PPSaturation);
col = lerp(col, GetHDR(col), _PPHDR);
col = GetContrast(col, _PPContrast);
col *= _PPBrightness;
col += _PPLightness;
float ppMask = 1;
#if defined(PROP_PPMASK) || !defined(OPTIMIZER_ENABLED)
ppMask = POI2D_SAMPLER_PAN(_PPMask, _MainTex, poiUV(poiMesh.uv[_PPMaskUV], _PPMask_ST), _PPMaskPan)[_PPMaskChannel];
ppMask = lerp(ppMask, 1 - ppMask, _PPMaskInvert);
col = lerp(poiFragData.finalColor, col, ppMask);
#endif
if (_PPPosterization)
{
col = lerp(col, poiPosterize(col, _PPPosterizationAmount), ppMask);
}
poiFragData.finalColor = col;
}
#endif
//endex
// normal correct code from https://github.com/yoship1639/UniToon (MIT)
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
void applyNormalCorrect(inout VertexOut i)
{
float3 normalCorrectObject = i.localPos.xyz - _NormalCorrectOrigin;
normalCorrectObject.y = 0;
normalCorrectObject = normalize(normalCorrectObject);
float3 normalCorrectWorld = UnityObjectToWorldDir(normalCorrectObject);
i.normal.xyz = normalize(lerp(i.normal.xyz, normalCorrectWorld, _NormalCorrectAmount));
i.objNormal.xyz = normalize(lerp(i.objNormal.xyz, normalCorrectObject, _NormalCorrectAmount));
}
#endif
//endex
//ifex _EnableTruchet!=1
#ifdef POI_TRUCHET
float Hash21(float2 value)
{
value = frac(value * float2(923.34, 567.345));
value += dot(value, value + 34.23);
return frac(value.x * value.y);
}
void applyTruchet(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float2 uv = poiMesh.uv[_TruchetUV] * _TruchetDensity;
float2 gridUV = frac(uv) - .5;
float2 id = floor(uv);
float2 dx = ddx(uv);
float2 dy = ddy(uv);
// Random # 0-1
float randomID = Hash21(id);
if (randomID < .5)
{
gridUV.x *= -1;
}
float mask = 0;
float distance = 0;
float side = sign(gridUV.x + gridUV.y + .001);
float checker = glsl_mod(id.x + id.y, 2.0) * 2 - 1;
float2 pathUV = float2(0, 0);
switch(_TruchetShape)
{
// Straight
case 0:
distance = abs(abs(gridUV.x + gridUV.y) - .5);
mask = saturate((_TruchetThiccness - distance) / fwidth(distance));
break;
// Curved
case 1:
pathUV = gridUV - side * 0.5;
distance = length(pathUV);
mask = saturate((_TruchetThiccness - abs(distance - 0.5)) / fwidth(abs(distance - 0.5)));
// -pi to pi
float angle = atan2(pathUV.x, pathUV.y);
pathUV.x = checker * angle / 1.57;
pathUV.y = (distance - (.5 - _TruchetThiccness)) / (2 * _TruchetThiccness);
if (randomID < .5 ^ checker > 0)
{
pathUV.y = 1 - pathUV.y;
}
break;
}
float4 TruchetTex = POI2D_SAMPLER_PANGRAD(_TruchetTex, _MainTex, poiUV(pathUV, _TruchetTex_ST), _TruchetTexPan, dx, dy);
float3 col = mask;
poiFragData.emission += lerp(0, TruchetTex.rgb * _TruchetColor, min(mask, TruchetTex.a) * _TruchetEmissionStrength);
poiFragData.baseColor = lerp(poiFragData.baseColor, TruchetTex.rgb * _TruchetColor, min(mask, TruchetTex.a) * _TruchetAlpha);
}
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
void ApplyBacklight(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiCam poiCam, inout PoiMods poiMods)
{
// Color
float3 backlightColor = _BacklightColor.rgb;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
backlightColor *= POI2D_SAMPLER_PAN(_BacklightColorTex, _MainTex, poiUV(poiMesh.uv[_BacklightColorTexUV], _BacklightColorTex_ST), _BacklightColorTexPan).rgb;
#endif
float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], _BacklightNormalStrength);
// Factor
float3 headDir = normalize(getCameraPosition() - poiMesh.worldPos.xyz);
float headDotLight = dot(headDir, poiLight.direction);
float backlightFactor = pow(saturate(-headDotLight * 0.5 + 0.5), max(0, _BacklightDirectivity));
float backlightLN = dot(normalize(-headDir * _BacklightViewStrength + poiLight.direction), normal) * 0.5 + 0.5;
if(_BacklightReceiveShadow) backlightLN *= saturate(poiLight.attenuation);
backlightLN = poiEdgeLinear(backlightLN, _BacklightBorder, _BacklightBlur);
float backlight = saturate(backlightFactor * backlightLN);
backlight = !poiMesh.isFrontFace && _BacklightBackfaceMask ? 0.0 : backlight;
// Blend
backlightColor = lerp(backlightColor, backlightColor * poiFragData.baseColor, _BacklightMainStrength);
poiLight.finalLightAdd += backlight * backlightColor * poiLight.directColor;
}
#endif
//endex
//ifex _VideoEffectsEnable==0
float3 applyBacklight(float3 videoTexture, half backlightStrength)
{
return max(backlightStrength, videoTexture.rgb);
}
float3 applyViewAngleTN(float3 videoTexture, PoiCam poiCam, PoiMesh poiMesh)
{
float3 reflectionVector = normalize(reflect(poiCam.viewDir.rgb, poiMesh.normals[1].rgb));
float upwardShift = dot(reflectionVector, poiMesh.binormal[0]);
upwardShift = pow(upwardShift, 1);
float sideShift = dot(reflectionVector, poiMesh.tangent[0]);
sideShift *= pow(sideShift, 3);
#if !UNITY_COLORSPACE_GAMMA
videoTexture = LinearToGammaSpace(videoTexture);
#endif
videoTexture = saturate(lerp(half3(0.5, 0.5, 0.5), videoTexture, upwardShift + 1));
#if !UNITY_COLORSPACE_GAMMA
videoTexture = GammaToLinearSpace(videoTexture);
#endif
videoTexture = (lerp(videoTexture, videoTexture.gbr, sideShift));
return videoTexture;
}
float calculateCRTPixelBrightness(float2 uv)
{
float totalPixels = _VideoResolution.x * _VideoResolution.y;
float2 uvPixel = float2((floor((1 - uv.y) * _VideoResolution.y)) / _VideoResolution.y, (floor(uv.x * _VideoResolution.x)) / _VideoResolution.x);
float currentPixelNumber = _VideoResolution.x * (_VideoResolution.y * uvPixel.x) + _VideoResolution.y * uvPixel.y;
float currentPixelAlpha = currentPixelNumber / totalPixels;
half electronBeamAlpha = frac(_Time.y * _VideoCRTRefreshRate);
float electronBeamPixelNumber = totalPixels * electronBeamAlpha;
float DistanceInPixelsFromCurrentElectronBeamPixel = 0;
if (electronBeamPixelNumber >= currentPixelNumber)
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber - currentPixelNumber;
}
else
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber + (totalPixels - currentPixelNumber);
}
float CRTFrameTime = 1 / _VideoCRTRefreshRate;
float timeSincecurrentPixelWasHitByElectronBeam = (DistanceInPixelsFromCurrentElectronBeamPixel / totalPixels);
return saturate(_VideoCRTPixelEnergizedTime - timeSincecurrentPixelWasHitByElectronBeam);
}
void applyContrastSettings(inout float3 pixel)
{
#if !UNITY_COLORSPACE_GAMMA
pixel = LinearToGammaSpace(pixel);
#endif
pixel = saturate(lerp(half3(0.5, 0.5, 0.5), pixel, _VideoContrast + 1));
#if !UNITY_COLORSPACE_GAMMA
pixel = GammaToLinearSpace(pixel);
#endif
}
void applySaturationSettings(inout float3 pixel)
{
pixel = lerp(pixel.rgb, dot(pixel.rgb, float3(0.3, 0.59, 0.11)), -(_VideoSaturation));
}
void applyVideoSettings(inout float3 pixel)
{
applySaturationSettings(pixel);
applyContrastSettings(pixel);
}
void calculateLCD(inout float4 videoTexture, float3 pixels)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateTN(inout float4 videoTexture, float3 pixels, PoiCam poiCam, PoiMesh poiMesh)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
videoTexture.rgb = applyViewAngleTN(videoTexture, poiCam, poiMesh);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateCRT(inout float4 videoTexture, float3 pixels, float2 uv)
{
float brightness = calculateCRTPixelBrightness(uv);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * brightness * _VideoBacklight;
}
void calculateOLED(inout float4 videoTexture, float3 pixels)
{
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateGameboy(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
// half brightness = saturate((videoTexture.r + videoTexture.g + videoTexture.b) * .3333333);
half brightness = LinearRgbToLuminance(LinearToGammaSpace(videoTexture.rgb));
#if defined(PROP_VIDEOGAMEBOYRAMP) || !defined(OPTIMIZER_ENABLED)
videoTexture.rgb = tex2Dlod(_VideoGameboyRamp, float4(brightness.xx, 0, 0));
#else
float3 dg = float3(0.00392156863, 0.0392156863, 0.00392156863);
float3 lg = float3(0.333333333, 0.5, 0.00392156863);
videoTexture.rgb = lerp(dg, lg, brightness);
#endif
}
void calculateProjector(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
float3 projectorColor = videoTexture * _VideoBacklight;
videoTexture.r = clamp(projectorColor.r, videoTexture.r, 1000);
videoTexture.g = clamp(projectorColor.g, videoTexture.g, 1000);
videoTexture.b = clamp(projectorColor.b, videoTexture.b, 1000);
}
void applyVideoEffectsMainTex(inout float4 mainTexture, in PoiMesh poiMesh)
{
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
float2 originalUVs = uvs;
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
mainTexture = _MainTex.SampleGrad(sampler_MainTex, uvs, ddx(originalUVs), ddy(originalUVs));
}
}
void applyVideoEffects(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
{
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
float3 pixels = tex2D(_VideoPixelTexture, poiUV(poiMesh.uv[_VideoPixelTextureUV], _VideoPixelTexture_ST) * _VideoResolution);
#else
float3 pixels = 1;
#endif
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
else
{
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
float4 modifiedVideoTexture = 0;
modifiedVideoTexture.rgb = poiFragData.baseColor;
modifiedVideoTexture.a = poiFragData.alpha;
// UNITY_BRANCH
// if(_VideoRepeatVideoTexture == 1)
// {
// if(poiMesh.uv[_VideoUVNumber].x > 1 || poiMesh.uv[_VideoUVNumber].x < 0 || poiMesh.uv[_VideoUVNumber].y > 1 || poiMesh.uv[_VideoUVNumber].y < 0)
// {
// return;
// }
// }
switch(_VideoType)
{
case 0: // LCD
{
calculateLCD(modifiedVideoTexture, pixels);
break;
}
case 1: // TN
{
calculateTN(modifiedVideoTexture, pixels, poiCam, poiMesh);
break;
}
case 2: // CRT
{
calculateCRT(modifiedVideoTexture, pixels, uvs);
break;
}
case 3: // OLED
{
calculateOLED(modifiedVideoTexture, pixels);
break;
}
case 4: // Gameboy
{
calculateGameboy(modifiedVideoTexture);
break;
}
case 5: // Projector
{
calculateProjector(modifiedVideoTexture);
break;
}
}
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
float screenMask = POI2D_SAMPLER_PAN(_VideoMaskTexture, _MainTex, poiUV(poiMesh.uv[_VideoMaskTextureUV], _VideoMaskTexture_ST), _VideoMaskTexturePan)[_VideoMaskTextureChannel];
#else
float screenMask = 1;
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, modifiedVideoTexture, screenMask);
// UNITY_BRANCH
if (_VideoEmissionEnabled)
{
poiFragData.emission += modifiedVideoTexture.rgb * screenMask;
}
}
//endex
float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
PoiMesh poiMesh;
PoiInitStruct(PoiMesh, poiMesh);
PoiLight poiLight;
PoiInitStruct(PoiLight, poiLight);
PoiVertexLights poiVertexLights;
PoiInitStruct(PoiVertexLights, poiVertexLights);
PoiCam poiCam;
PoiInitStruct(PoiCam, poiCam);
PoiMods poiMods;
PoiInitStruct(PoiMods, poiMods);
poiMods.globalEmission = 1;
PoiFragData poiFragData;
poiFragData.emission = 0;
poiFragData.baseColor = float3(0, 0, 0);
poiFragData.finalColor = float3(0, 0, 0);
poiFragData.alpha = 1;
#ifdef POI_UDIMDISCARD
applyUDIMDiscard(i);
#endif
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
applyNormalCorrect(i);
#endif
//endex
// Mesh Data
poiMesh.objectPosition = i.objectPos;
poiMesh.objNormal = i.objNormal;
poiMesh.normals[0] = i.normal;
poiMesh.tangent[0] = i.tangent;
poiMesh.binormal[0] = i.binormal;
poiMesh.worldPos = i.worldPos.xyz;
poiMesh.localPos = i.localPos.xyz;
poiMesh.vertexColor = i.vertexColor;
poiMesh.isFrontFace = facing;
#ifndef POI_PASS_OUTLINE
if (!poiMesh.isFrontFace)
{
poiMesh.normals[0] *= -1;
poiMesh.tangent[0] *= -1;
poiMesh.binormal[0] *= -1;
}
#endif
poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
poiCam.tangentViewDir = normalize(ase_tanViewDir);
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 6 Distorted UV
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
poiMesh.lightmapUV = i.lightmapUV;
#endif
poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
poiMesh.uv[0] = i.uv[0];
poiMesh.uv[1] = i.uv[1];
poiMesh.uv[2] = i.uv[2];
poiMesh.uv[3] = i.uv[3];
poiMesh.uv[4] = poiMesh.uv[0];
poiMesh.uv[5] = poiMesh.worldPos.xz;
poiMesh.uv[6] = poiMesh.uv[0];
poiMesh.uv[7] = poiMesh.uv[0];
poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
//ifex _EnableDistortion==0
#ifdef USER_LUT
poiMesh.uv[7] = distortedUV(poiMesh);
#endif
//endex
/*
half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
poiMesh[8] = half2(dot(worldViewRight, poiMesh.normals[_MatcapNormal]), dot(worldViewUp, poiMesh.normals[_MatcapNormal])) * _MatcapBorder + 0.5;
*/
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
#ifndef POI_PASS_OUTLINE
//return frac(i.tangentViewDir.x);
//return float4(i.binormal.xyz,1);
applyParallax(poiMesh, poiLight, poiCam);
#endif
#endif
//endex
float2 mainUV = poiMesh.uv[_MainTexUV].xy;
if (_MainPixelMode)
{
mainUV = sharpSample(_MainTex_TexelSize, mainUV);
}
float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, _MainTex_ST), _MainTexPan, _MainTexStochastic);
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffectsMainTex(mainTexture, poiMesh);
}
//endex
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[_BumpMapUV].xy, _BumpMap_ST), _BumpMapPan, _BumpMapStochastic), _BumpScale);
#else
poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
#endif
//ifex _DetailEnabled==0
#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
ApplyDetailNormal(poiMods, poiMesh);
#endif
//endex
//ifex _RGBMaskEnabled==0
//ifex _RgbNormalsEnabled==0
#if defined(GEOM_TYPE_MESH) && defined(VIGNETTE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
calculateRGBNormals(poiMesh);
#endif
//endex
//endex
poiMesh.normals[1] = normalize(
poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
);
poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
#ifdef POI_PASS_OUTLINE
poiMesh.normals[1] = poiMesh.normals[0];
#endif
// Camera data
poiCam.forwardDir = getCameraForward();
poiCam.worldPos = _WorldSpaceCameraPos;
poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
//poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
poiCam.grabPos = i.grabPos;
poiCam.screenUV = calcScreenUVs(i.grabPos);
poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
poiCam.clipPos = i.pos;
poiCam.worldDirection = i.worldDirection;
calculateGlobalThemes(poiMods);
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
ApplyGlobalMaskTextures(poiMesh, poiMods);
#endif
//endex
ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
//ifex _GlobalMaskOptionsEnable==0
if(_GlobalMaskOptionsEnable)
{
ApplyGlobalMaskOptions(poiMods);
}
//endex
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
SetupAudioLink(poiFragData, poiMods, poiMesh);
#endif
//endex
poiLight.finalLightAdd = 0;
#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[_LightingAOMapsUV], _LightingAOMaps_ST), _LightingAOMapsPan);
poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, _LightDataAOStrengthR), lerp(1, AOMaps.g, _LightDataAOStrengthG)), lerp(1, AOMaps.b, _LightDataAOStrengthB)),lerp(1, AOMaps.a, _LightDataAOStrengthA));
#else
poiLight.occlusion = 1;
#endif
#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[_LightingDetailShadowMapsUV], _LightingDetailShadowMaps_ST), _LightingDetailShadowMapsPan);
#ifndef POI_PASS_ADD
poiLight.detailShadow = lerp(1, DetailShadows.r, _LightingDetailShadowStrengthR) * lerp(1, DetailShadows.g, _LightingDetailShadowStrengthG) * lerp(1, DetailShadows.b, _LightingDetailShadowStrengthB) * lerp(1, DetailShadows.a, _LightingDetailShadowStrengthA);
#else
poiLight.detailShadow = lerp(1, DetailShadows.r, _LightingAddDetailShadowStrengthR) * lerp(1, DetailShadows.g, _LightingAddDetailShadowStrengthG) * lerp(1, DetailShadows.b, _LightingAddDetailShadowStrengthB) * lerp(1, DetailShadows.a, _LightingAddDetailShadowStrengthA);
#endif
#else
poiLight.detailShadow = 1;
#endif
#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[_LightingShadowMasksUV], _LightingShadowMasks_ST), _LightingShadowMasksPan);
poiLight.shadowMask = lerp(1, ShadowMasks.r, _LightingShadowMaskStrengthR) * lerp(1, ShadowMasks.g, _LightingShadowMaskStrengthG) * lerp(1, ShadowMasks.b, _LightingShadowMaskStrengthB) * lerp(1, ShadowMasks.a, _LightingShadowMaskStrengthA);
#else
poiLight.shadowMask = 1;
#endif
#ifdef UNITY_PASS_FORWARDBASE
bool lightExists = false;
if (any(_LightColor0.rgb >= 0.002))
{
lightExists = true;
}
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
float4 lengthSq = 0;
lengthSq += toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
float4 lightAttenSq = unity_4LightAtten0;
float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
poiLight.vDotNL = 0;
poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
float4 corr = rsqrt(lengthSq);
poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vertexVDotNL = 0;
poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vAttenuationDotNL = saturate(poiLight.vAttenuation * saturate(poiLight.vDotNL));
[unroll]
for (int index = 0; index < 4; index++)
{
poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
poiLight.vDirection[index] = normalize(vertexToLightSource);
//poiLight.vAttenuationDotNL[index] = 1.0 / (1.0 + unity_4LightAtten0[index] * poiLight.vDotNL[index]);
poiLight.vColor[index] = _LightingAdditiveLimited ? min(_LightingAdditiveLimit, unity_LightColor[index].rgb) : unity_LightColor[index].rgb;
poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
poiLight.vDotNL[index] = dot(poiMesh.normals[1], -poiLight.vDirection[index]);
poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
}
#endif
//UNITY_BRANCH
if (_LightingColorMode == 0) // Poi Custom Light Color
{
float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
float magiLumi = calculateluminance(magic);
float normaLumi = calculateluminance(normalLight);
float maginormalumi = magiLumi + normaLumi;
float magiratio = magiLumi / maginormalumi;
float normaRatio = normaLumi / maginormalumi;
float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
float3 properLightColor = magic + normalLight;
float properLuminance = calculateluminance(magic + normalLight);
poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], _LightingIndirectUsesNormals), 1));
}
//UNITY_BRANCH
if (_LightingColorMode == 1) // More standard approach to light color
{
float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
if (lightExists)
{
poiLight.directColor = _LightColor0.rgb;
poiLight.indirectColor = indirectColor;
}
else
{
poiLight.directColor = indirectColor * 0.6;
poiLight.indirectColor = indirectColor * 0.5;
}
}
if (_LightingColorMode == 2) // UTS style
{
poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
}
if (_LightingColorMode == 3) // OpenLit
{
float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
poiLight.directColor += _LightColor0.rgb;
// OpenLit does a few other things by default like clamp direct colour
// see https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl#L174
// Should we add (if) statements to override Poi versions of these things?
// Or should we add new properties with same names with the same functions?
}
float lightMapMode = _LightingMapMode;
//UNITY_BRANCH
if (_LightingDirectionMode == 0)
{
poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
}
if (_LightingDirectionMode == 1 || _LightingDirectionMode == 2)
{
//UNITY_BRANCH
if (_LightingDirectionMode == 1)
{
poiLight.direction = mul(unity_ObjectToWorld, _LightngForcedDirection).xyz;;
}
//UNITY_BRANCH
if (_LightingDirectionMode == 2)
{
poiLight.direction = _LightngForcedDirection;
}
if (lightMapMode == 0)
{
lightMapMode == 1;
}
}
if (_LightingDirectionMode == 3) // UTS
{
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
poiLight.direction = lightDirection;
}
if (_LightingDirectionMode == 4) // OpenLit
{
poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
}
if (!any(poiLight.direction))
{
poiLight.direction = float3(.4, 1, .4);
}
poiLight.direction = normalize(poiLight.direction);
poiLight.attenuationStrength = _LightingCastedShadows;
poiLight.attenuation = 1;
if (!all(_LightColor0.rgb == 0.0))
{
UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
poiLight.attenuation *= attenuation;
}
if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
{
lightMapMode = 1;
if (_LightingDirectionMode == 0)
{
poiLight.direction = normalize(float3(.4, 1, .4));
}
}
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotLSaturated = saturate(poiLight.nDotL);
poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
// Poi special light map
if (lightMapMode == 0)
{
float3 ShadeSH9Plus = GetSHLength();
float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
float3 greyScaleVector = float3(.33333, .33333, .33333);
float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
}
// Normalized nDotL
if (lightMapMode == 1)
{
poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
}
// Saturated nDotL
if (lightMapMode == 2)
{
poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
}
poiLight.directColor = max(poiLight.directColor, 0.0001);
poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
if (_LightingColorMode == 3)
{
// OpenLit
poiLight.directColor = max(poiLight.directColor, _LightingMinLightBrightness);
}
else
{
poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, (_LightingMinLightBrightness * rcp(calculateluminance(poiLight.directColor)) )));
poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, (_LightingMinLightBrightness * rcp(calculateluminance(poiLight.indirectColor)))));
}
poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
if (_LightingCapEnabled)
{
poiLight.directColor = min(poiLight.directColor, _LightingCap);
poiLight.indirectColor = min(poiLight.indirectColor, _LightingCap);
}
if (_LightingForceColorEnabled)
{
poiLight.directColor = poiThemeColor(poiMods, _LightingForcedColor, _LightingForcedColorThemeIndex);
}
#ifdef UNITY_PASS_FORWARDBASE
poiLight.directColor = max(poiLight.directColor * _PPLightingMultiplier, 0);
poiLight.directColor = max(poiLight.directColor + _PPLightingAddition, 0);
poiLight.indirectColor = max(poiLight.indirectColor * _PPLightingMultiplier, 0);
poiLight.indirectColor = max(poiLight.indirectColor + _PPLightingAddition, 0);
#endif
#endif
#ifdef POI_PASS_ADD
#ifndef POI_LIGHT_DATA_ADDITIVE_ENABLE
return float4(mainTexture.rgb * .0001, 1);
#endif
#if defined(POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE) && defined(DIRECTIONAL)
return float4(mainTexture.rgb * .0001, 1);
#endif
poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
#if defined(POINT) || defined(SPOT)
#ifdef POINT
unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
#endif
#ifdef SPOT
unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
#endif
#else
UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
poiLight.attenuation = attenuation;
#endif
poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
poiLight.directColor = _LightingAdditiveLimited ? min(_LightingAdditiveLimit, _LightColor0.rgb) : _LightColor0.rgb;
#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
poiLight.indirectColor = 0;
#else
poiLight.indirectColor = lerp(0, poiLight.directColor, _LightingAdditivePassthrough);
#endif
poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), _LightingAdditiveMonochromatic);
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotLSaturated = saturate(poiLight.nDotL);
poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
poiLight.lightMap = 1;
#endif
//ifex _LightDataDebugEnabled==0
if(_LightDataDebugEnabled)
{
#ifdef UNITY_PASS_FORWARDBASE
//UNITY_BRANCH
if (_LightingDebugVisualize <= 6)
{
switch(_LightingDebugVisualize)
{
case 0: // Direct Light Color
return float4(poiLight.directColor + mainTexture.rgb * .0001, 1);
break;
case 1: // Indirect Light Color
return float4(poiLight.indirectColor + mainTexture.rgb * .0001, 1);
break;
case 2: // Light Map
return float4(poiLight.lightMap + mainTexture.rgb * .0001, 1);
break;
case 3: // Attenuation
return float4(poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 4: // N Dot L
return float4(poiLight.nDotLNormalized, poiLight.nDotLNormalized, poiLight.nDotLNormalized, 1) + mainTexture * .0001;
break;
case 5:
return float4(poiLight.halfDir, 1) + mainTexture * .0001;
break;
case 6:
return float4(poiLight.direction, 1) + mainTexture * .0001;
break;
}
}
else
{
return POI_SAFE_RGB1;
}
#endif
#ifdef POI_PASS_ADD
//UNITY_BRANCH
if (_LightingDebugVisualize < 6)
{
return POI_SAFE_RGB1;
}
else
{
switch(_LightingDebugVisualize)
{
case 7:
return float4(poiLight.directColor * poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 8:
return float4(poiLight.attenuation + mainTexture.rgb * .0001, 1);
break;
case 9:
return float4(poiLight.additiveShadow + mainTexture.rgb * .0001, 1);
break;
case 10:
return float4(poiLight.nDotLNormalized + mainTexture.rgb * .0001, 1);
break;
case 11:
return float4(poiLight.halfDir, 1) + mainTexture * .0001;
break;
}
}
#endif
}
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
if (_TPS_BufferedDepthGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, _TPS_BufferedDepthGlobalMaskIndex-1, _TPS_BufferedDepthGlobalMaskBlendType, TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor));
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
calculateBlackLightMasks(poiMesh, poiMods);
#endif
//endex
poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, _ColorThemeIndex);
poiFragData.alpha = mainTexture.a * _Color.a;
//ifex _MainColorAdjustToggle==0
#ifdef COLOR_GRADING_HDR
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[_MainColorAdjustTextureUV], _MainColorAdjustTexture_ST), _MainColorAdjustTexturePan);
#else
float4 hueShiftAlpha = 1;
#endif
if (_MainHueGlobalMask > 0)
{
hueShiftAlpha.r = customBlend(hueShiftAlpha.r, poiMods.globalMask[_MainHueGlobalMask-1], _MainHueGlobalMaskBlendType);
}
if (_MainSaturationGlobalMask > 0)
{
hueShiftAlpha.b = customBlend(hueShiftAlpha.b, poiMods.globalMask[_MainSaturationGlobalMask-1], _MainSaturationGlobalMaskBlendType);
}
if (_MainBrightnessGlobalMask > 0)
{
hueShiftAlpha.g = customBlend(hueShiftAlpha.g, poiMods.globalMask[_MainBrightnessGlobalMask-1], _MainBrightnessGlobalMaskBlendType);
}
if (_MainHueShiftToggle)
{
float shift = _MainHueShift;
#ifdef POI_AUDIOLINK
//UNITY_BRANCH
if (poiMods.audioLinkAvailable && _MainHueALCTEnabled)
{
shift += AudioLinkGetChronoTime(_MainALHueShiftCTIndex, _MainALHueShiftBand) * _MainHueALMotionSpeed;
}
#endif
if (_MainHueShiftReplace)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + _MainHueShiftSpeed * _Time.x), hueShiftAlpha.r);
}
else
{
poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + _MainHueShiftSpeed * _Time.x)));
}
}
poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), -(_Saturation) * hueShiftAlpha.b);
poiFragData.baseColor = saturate(poiFragData.baseColor + _MainBrightness * hueShiftAlpha.g);
#endif
//endex
#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[_ClippingMaskUV], _ClippingMask_ST), _ClippingMaskPan).r;
if (_Inverse_Clipping)
{
alphaMask = 1 - alphaMask;
}
poiFragData.alpha *= alphaMask;
#endif
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffects(poiFragData, poiCam, poiMesh, poiLight, poiMods);
}
//endex
applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
//ifex _DetailEnabled==0
#ifdef FINALPASS
ApplyDetailColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _MainVertexColoringEnabled==0
applyVertexColor(poiFragData, poiMesh);
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
ApplyBackFaceColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _RGBMaskEnabled==0
#ifdef VIGNETTE
calculateRGBMask(poiFragData, poiMesh, poiMods);
#endif
//endex
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
applyDecals(poiFragData, poiMesh, poiCam, poiMods, poiLight);
#endif
//ifex _EnableDissolve==0
#ifdef DISTORT
applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
#endif
//endex
//ifex _ShadingEnabled==0
#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
#ifndef POI_PASS_OUTLINE
#ifdef _LIGHTINGMODE_SHADEMAP
applyShadeMapping(poiFragData, poiMesh, poiLight);
#endif
#endif
#endif
//endex
//ifex _ShadingEnabled==0
#ifdef VIGNETTE_MASKED
#ifdef POI_PASS_OUTLINE
//UNITY_BRANCH
if (_OutlineLit)
{
calculateShading(poiLight, poiFragData, poiMesh, poiCam);
}
else
{
poiLight.finalLighting = 1;
}
#else
calculateShading(poiLight, poiFragData, poiMesh, poiCam);
#endif
#else
//endex
poiLight.finalLighting = 1;
poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
//ifex _ShadingEnabled==0
#endif
//endex
//ifex _EnableAniso==0
#ifdef POI_ANISOTROPICS
//ifex _AnisoDebugToggle==0
if(_AnisoDebugToggle)
{
return float4(applyAnisotropics(poiFragData, poiLight, poiCam, poiMesh, poiMods), 1) + POI_SAFE_RGB1;
}
//endex
applyAnisotropics(poiFragData, poiLight, poiCam, poiMesh, poiMods);
#endif
//endex
//ifex _MatcapEnable==0 && _Matcap2Enable==0 && _Matcap3Enable==0 && _Matcap4Enable==0
#if defined(POI_MATCAP0) || defined(COLOR_GRADING_HDR_3D) || defined(POI_MATCAP2) || defined(POI_MATCAP3)
applyMatcap(poiFragData, poiCam, poiMesh, poiLight, poiMods);
#endif
//endex
//ifex _CubeMapEnabled==0
#ifdef _CUBEMAP
applyCubemap(poiFragData, poiCam, poiMesh, poiLight, poiMods);
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
ApplyAudioLinkDecal(poiMesh, poiFragData, poiMods);
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
applyFlipbook(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableRimLighting==0
#ifdef _GLOSSYREFLECTIONS_OFF
#ifdef _RIMSTYLE_POIYOMI
#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
float rimMask = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiUV(poiMesh.uv[_RimMaskUV], _RimMask_ST), _RimMaskPan)[_RimMaskChannel];
#else
float rimMask = 1;
#endif
#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
float4 rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiUV(poiMesh.uv[_RimTexUV], _RimTex_ST), _RimTexPan);
#else
float4 rimColor = 1;
#endif
half AudioLinkRimWidthBand = 0;
float2 AudioLinkRimWidthAdd = 0;
half AudioLinkRimEmissionBand = 0;
float2 AudioLinkRimEmissionAdd = 0;
half AudioLinkRimBrightnessBand = 0;
float2 AudioLinkRimBrightnessAdd = 0;
#ifdef POI_AUDIOLINK
AudioLinkRimWidthBand = _AudioLinkRimWidthBand;
AudioLinkRimWidthAdd = _AudioLinkRimWidthAdd;
AudioLinkRimEmissionBand = _AudioLinkRimEmissionBand;
AudioLinkRimEmissionAdd = _AudioLinkRimEmissionAdd;
AudioLinkRimBrightnessBand = _AudioLinkRimBrightnessBand;
AudioLinkRimBrightnessAdd = _AudioLinkRimBrightnessAdd;
#endif
ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Is_NormalMapToRimLight, _RimLightingInvert, _RimPower, _RimStrength, _RimShadowWidth, _RimShadowToggle, _RimWidth, _RimBlendStrength, rimMask, _RimGlobalMask, _RimGlobalMaskBlendType, rimColor, _RimLightColor, _RimLightColorThemeIndex, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimSharpness, _RimShadowMaskRampType, _RimShadowMaskInvert, _RimShadowMaskStrength, _RimShadowAlpha, _RimApplyGlobalMaskIndex, _RimApplyGlobalMaskBlendType, _RimBaseColorMix, _RimBrightness, _RimBlendMode, AudioLinkRimWidthBand, AudioLinkRimWidthAdd, AudioLinkRimEmissionBand, AudioLinkRimEmissionAdd, AudioLinkRimBrightnessBand, AudioLinkRimBrightnessAdd, _RimClamp);
#endif
#ifdef _RIMSTYLE_UTS2
#if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float Set_RimLightMask_var = POI2D_SAMPLER_PAN(_Set_RimLightMask, _MainTex, poiUV(poiMesh.uv[_Set_RimLightMaskUV], _Set_RimLightMask_ST), _Set_RimLightMaskPan).g;
#else
float Set_RimLightMask_var = 1;
#endif
ApplyUTS2RimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, Set_RimLightMask_var, _RimGlobalMask, _RimGlobalMaskBlendType, _RimLightColor, _RimLightColorThemeIndex, _Is_LightColor_RimLight, _Is_NormalMapToRimLight, _RimLight_Power, _RimLight_InsideMask, _RimLight_FeatherOff, _LightDirection_MaskOn, _Tweak_LightDirection_MaskLevel, _Add_Antipodean_RimLight, _Ap_RimLightColor, _RimApColorThemeIndex, _Is_LightColor_Ap_RimLight, _Ap_RimLight_Power, _Ap_RimLight_FeatherOff, _Tweak_RimLightMaskLevel, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimClamp);
#endif
#ifdef _RIMSTYLE_LILTOON
#if defined(PROP_RIMCOLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 rimColorTex = POI2D_SAMPLER_PAN(_RimColorTex, _MainTex, poiUV(poiMesh.uv[_RimColorTexUV], _RimColorTex_ST), _RimColorTexPan);
#else
float4 rimColorTex = 1;
#endif
ApplyLiltoonRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _RimColor, _RimIndirColor, rimColorTex, _RimMainStrength, _RimNormalStrength, _RimDirRange, _RimIndirRange, _RimFresnelPower, _RimBackfaceMask, _RimDirStrength, _RimBorder, _RimBlur, _RimIndirBorder, _RimIndirBlur, _RimShadowMask, _RimEnableLighting, _RimVRParallaxStrength, _RimGlobalMask, _RimGlobalMaskBlendType, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimClamp);
#endif
#endif
//endex
//ifex _EnableRim2Lighting==0
#ifdef POI_RIM2
#ifdef _RIM2STYLE_POIYOMI
#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
float rim2Mask = POI2D_SAMPLER_PAN(_Rim2Mask, _MainTex, poiUV(poiMesh.uv[_Rim2MaskUV], _Rim2Mask_ST), _Rim2MaskPan)[_Rim2MaskChannel];
#else
float rim2Mask = 1;
#endif
#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
float4 rim2Color = POI2D_SAMPLER_PAN(_Rim2Tex, _MainTex, poiUV(poiMesh.uv[_Rim2TexUV], _Rim2Tex_ST), _Rim2TexPan);
#else
float4 rim2Color = 1;
#endif
half AudioLinkRim2WidthBand = 0;
float2 AudioLinkRim2WidthAdd = 0;
half AudioLinkRim2EmissionBand = 0;
float2 AudioLinkRim2EmissionAdd = 0;
half AudioLinkRim2BrightnessBand = 0;
float2 AudioLinkRim2BrightnessAdd = 0;
#ifdef POI_AUDIOLINK
AudioLinkRim2WidthBand = _AudioLinkRim2WidthBand;
AudioLinkRim2WidthAdd = _AudioLinkRim2WidthAdd;
AudioLinkRim2EmissionBand = _AudioLinkRim2EmissionBand;
AudioLinkRim2EmissionAdd = _AudioLinkRim2EmissionAdd;
AudioLinkRim2BrightnessBand = _AudioLinkRim2BrightnessBand;
AudioLinkRim2BrightnessAdd = _AudioLinkRim2BrightnessAdd;
#endif
ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Is_NormalMapToRim2Light, _Rim2LightingInvert, _Rim2Power, _Rim2Strength, _Rim2ShadowWidth, _Rim2ShadowToggle, _Rim2Width, _Rim2BlendStrength, rim2Mask, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, rim2Color, _Rim2LightColor, _Rim2LightColorThemeIndex, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Sharpness, _Rim2ShadowMaskRampType, _Rim2ShadowMaskInvert, _Rim2ShadowMaskStrength, _Rim2ShadowAlpha, _Rim2ApplyGlobalMaskIndex, _Rim2ApplyGlobalMaskBlendType, _Rim2BaseColorMix, _Rim2Brightness, _Rim2BlendMode, AudioLinkRim2WidthBand, AudioLinkRim2WidthAdd, AudioLinkRim2EmissionBand, AudioLinkRim2EmissionAdd, AudioLinkRim2BrightnessBand, AudioLinkRim2BrightnessAdd, _Rim2Clamp);
#endif
#ifdef _RIM2STYLE_UTS2
#if defined(PROP_SET_RIM2LIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float Set_Rim2LightMask_var = POI2D_SAMPLER_PAN(_Set_Rim2LightMask, _MainTex, poiUV(poiMesh.uv[_Set_Rim2LightMaskUV], _Set_Rim2LightMask_ST), _Set_Rim2LightMaskPan).g;
#else
float Set_Rim2LightMask_var = 1;
#endif
ApplyUTS2RimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, Set_Rim2LightMask_var, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, _Rim2LightColor, _Rim2LightColorThemeIndex, _Is_LightColor_Rim2Light, _Is_NormalMapToRim2Light, _Rim2Light_Power, _Rim2Light_InsideMask, _Rim2Light_FeatherOff, _LightDirection_MaskOn2, _Tweak_LightDirection_MaskLevel2, _Add_Antipodean_Rim2Light, _Ap_Rim2LightColor, _Rim2ApColorThemeIndex, _Is_LightColor_Ap_Rim2Light, _Ap_Rim2Light_Power, _Ap_Rim2Light_FeatherOff, _Tweak_Rim2LightMaskLevel, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Clamp);
#endif
#ifdef _RIM2STYLE_LILTOON
#if defined(PROP_RIM2COLORTEX) || !defined(OPTIMIZER_ENABLED)
float4 rim2ColorTex = POI2D_SAMPLER_PAN(_Rim2ColorTex, _MainTex, poiUV(poiMesh.uv[_Rim2ColorTexUV], _Rim2ColorTex_ST), _Rim2ColorTexPan);
#else
float4 rim2ColorTex = 1;
#endif
ApplyLiltoonRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Rim2Color, _Rim2IndirColor, rim2ColorTex, _Rim2MainStrength, _Rim2NormalStrength, _Rim2DirRange, _Rim2IndirRange, _Rim2FresnelPower, _Rim2BackfaceMask, _Rim2DirStrength, _Rim2Border, _Rim2Blur, _Rim2IndirBorder, _Rim2IndirBlur, _Rim2ShadowMask, _Rim2EnableLighting, _Rim2VRParallaxStrength, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Clamp);
#endif
#endif
//endex
//ifex _EnableDepthRimLighting==0
#ifdef _POI_DEPTH_RIMLIGHT
if (!IsInMirror())
{
ApplyDepthRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods);
}
#endif
//endex
//ifex _GlitterEnable==0
#ifdef _SUNDISK_SIMPLE
applyGlitter(poiFragData, poiMesh, poiCam, poiLight, poiMods);
#endif
//endex
//ifex _StylizedSpecular==0
#ifdef POI_STYLIZED_StylizedSpecular
stylizedSpecular(poiFragData, poiCam, poiLight, poiMesh, poiMods);
#endif
//endex
//ifex _EnablePathing==0
#ifdef POI_PATHING
// Only run pathing if a map exists.
#if defined(PROP_PATHINGMAP) || !defined(OPTIMIZER_ENABLED)
applyPathing(poiFragData, poiMesh, poiMods);
#endif
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
applyMirror(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableIridescence==0
#ifdef POI_IRIDESCENCE
applyIridescence(poiFragData, poiMesh, poiCam, poiMods);
#endif
//endex
//ifex _TextEnabled==0
#ifdef EFFECT_BUMP
ApplyTextOverlayColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableTruchet!=1
#ifdef POI_TRUCHET
applyTruchet(poiFragData, poiMesh, poiMods);
#endif
//endex
if (_AlphaPremultiply)
{
poiFragData.baseColor *= saturate(poiFragData.alpha);
}
poiFragData.finalColor = poiFragData.baseColor;
poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
//ifex _SubsurfaceScattering==0
#ifdef POI_SUBSURFACESCATTERING
applySubsurfaceScattering(poiCam, poiLight, poiMesh);
#endif
//endex
//ifex _MochieBRDF==0
#ifdef MOCHIE_PBR
MochieBRDF(poiFragData, poiCam, poiLight, poiMesh, poiMods);
#endif
//endex
//ifex _ClearCoatBRDF==0
#ifdef POI_CLEARCOAT
poiClearCoat(poiFragData, poiCam, poiLight, poiMesh, poiMods);
#endif
//endex
//ifex _EnableEnvironmentalRim==0
#ifdef POI_ENVIRORIM
applyEnvironmentRim(poiFragData, poiMesh, poiCam);
#endif
//endex
//ifex _EnableTouchGlow==0
#ifdef GRAIN
applyDepthFX(poiFragData, poiCam, poiMesh, poiMods);
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
ApplyBacklight(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//ifex _FXProximityColor==0
if (_FXProximityColor)
{
float3 position = _FXProximityColorType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.finalColor *= lerp(poiThemeColor(poiMods, _FXProximityColorMinColor.rgb, _FXProximityColorMinColorThemeIndex), poiThemeColor(poiMods, _FXProximityColorMaxColor.rgb, _FXProximityColorMaxColorThemeIndex), smoothstep(_FXProximityColorMinDistance, _FXProximityColorMaxDistance, distance(position, poiCam.worldPos)));
if (_FXProximityColorBackFace)
{
poiFragData.finalColor = lerp(poiFragData.finalColor * _FXProximityColorMinColor.rgb, poiFragData.finalColor, saturate(poiMesh.isFrontFace));
}
}
//endex
//UNITY_BRANCH
if (_IgnoreFog == 0)
{
UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
}
poiFragData.alpha = _AlphaForceOpaque ? 1 : poiFragData.alpha;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
ApplyAlphaToCoverage(poiFragData, poiMesh);
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
applyDithering(poiFragData, poiCam);
//endex
poiFragData.finalColor += poiLight.finalLightAdd;
if (_Mode == POI_MODE_OPAQUE)
{
poiFragData.alpha = 1;
}
clip(poiFragData.alpha - _Cutoff);
if (_Mode == POI_MODE_CUTOUT && !_AlphaToCoverage)
{
poiFragData.alpha = 1;
}
if (_AddBlendOp == 4)
{
poiFragData.alpha = saturate(poiFragData.alpha * _AlphaBoostFA);
}
if (_Mode != POI_MODE_TRANSPARENT)
{
poiFragData.finalColor *= poiFragData.alpha;
}
return float4(poiFragData.finalColor, poiFragData.alpha) + POI_SAFE_RGB0;
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ShadowCaster" }
Stencil
{
Ref [_StencilRef]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
//ifex _StencilType==1
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
//endex
//ifex _StencilType==0
CompBack [_StencilBackCompareFunction]
PassBack [_StencilBackPassOp]
FailBack [_StencilBackFailOp]
ZFailBack [_StencilBackZFailOp]
CompFront [_StencilFrontCompareFunction]
PassFront [_StencilFrontPassOp]
FailFront [_StencilFrontFailOp]
ZFailFront [_StencilFrontZFailOp]
//endex
}
ZWrite [_ZWrite]
Cull [_Cull]
AlphaToMask Off
ZTest [_ZTest]
ColorMask [_ColorMask]
Offset [_OffsetFactor], [_OffsetUnits]
BlendOp [_BlendOp], [_BlendOpAlpha]
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
CGPROGRAM
/*
// Disable warnings we aren't interested in
#if defined(UNITY_COMPILER_HLSL)
#pragma warning(disable : 3205) // conversion of larger type to smaller
#pragma warning(disable : 3568) // unknown pragma ignored
#pragma warning(disable : 3571) // "pow(f,e) will not work for negative f"; however in majority of our calls to pow we know f is not negative
#pragma warning(disable : 3206) // implicit truncation of vector type
#endif
*/
#pragma target 5.0
#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
#pragma shader_feature_local _STOCHASTICMODE_DELIOT_HEITZ _STOCHASTICMODE_HEXTILE _STOCHASTICMODE_NONE
//ifex _GlobalMaskTexturesEnable==0
#pragma shader_feature_local POI_GLOBALMASK_TEXTURES
//endex
//ifex _EnableUDIMDiscardOptions==0
#pragma shader_feature_local POI_UDIMDISCARD
//endex
//ifex _EnableDistortion==0
#pragma shader_feature USER_LUT
//endex
//ifex _PoiParallax==0
#pragma shader_feature_local POI_PARALLAX
//endex
//ifex _EnableAudioLink==0
#pragma shader_feature_local POI_AUDIOLINK
//endex
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_ENABLE
#pragma shader_feature_local POI_LIGHT_DATA_ADDITIVE_DIRECTIONAL_ENABLE
#pragma shader_feature_local POI_VERTEXLIGHT_ON
//ifex _MainColorAdjustToggle==0
#pragma shader_feature COLOR_GRADING_HDR
//endex
//#pragma shader_feature KEYWORD
//ifex _DetailEnabled==0
#pragma shader_feature FINALPASS
//endex
//ifex _VertexManipulationsEnabled==0
#pragma shader_feature AUTO_EXPOSURE
//endex
//ifex _VertexGlitchingEnabled==0
#pragma shader_feature_local POI_VERTEX_GLITCHING
#pragma shader_feature_local POI_VERTEX_GLITCHING_TEXTURE
//endex
//ifex _EnableDepthBulge==0
#pragma shader_feature_local POI_DEPTHBULGE
//endex
//ifex _BackFaceEnabled!=1
#pragma shader_feature_local POI_BACKFACE
//endex
//ifex _RGBMaskEnabled==0
#pragma shader_feature VIGNETTE
#pragma shader_feature GEOM_TYPE_MESH
//endex
//ifex _DecalEnabled==0
#pragma shader_feature GEOM_TYPE_BRANCH
//endex
//ifex _DecalEnabled1==0
#pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
//endex
//ifex _DecalEnabled2==0
#pragma shader_feature GEOM_TYPE_FROND
//endex
//ifex _DecalEnabled3==0
#pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
//endex
//ifex _EnableDissolve==0
#pragma shader_feature DISTORT
//endex
//ifex _ShadingEnabled==0
#pragma shader_feature_local VIGNETTE_MASKED
#pragma shader_feature_local _LIGHTINGMODE_TEXTURERAMP _LIGHTINGMODE_MULTILAYER_MATH _LIGHTINGMODE_SHADEMAP _LIGHTINGMODE_REALISTIC _LIGHTINGMODE_WRAPPED _LIGHTINGMODE_SKIN _LIGHTINGMODE_FLAT _LIGHTINGMODE_CLOTH _LIGHTINGMODE_SDF
//endex
//ifex _EnableAniso==0
#pragma shader_feature_local POI_ANISOTROPICS
//endex
//ifex _MatcapEnable==0
#pragma shader_feature_local POI_MATCAP0
#pragma shader_feature_local POI_MATCAP0_CUSTOM_NORMAL
//endex
//ifex _Matcap2Enable==0
#pragma shader_feature COLOR_GRADING_HDR_3D
#pragma shader_feature_local POI_MATCAP1_CUSTOM_NORMAL
//endex
//ifex _Matcap3Enable==0
#pragma shader_feature_local POI_MATCAP2
#pragma shader_feature_local POI_MATCAP2_CUSTOM_NORMAL
//endex
//ifex _Matcap4Enable==0
#pragma shader_feature_local POI_MATCAP3
#pragma shader_feature_local POI_MATCAP3_CUSTOM_NORMAL
//endex
//ifex _CubeMapEnabled==0
#pragma shader_feature_local _CUBEMAP
//endex
//ifex _EnableALDecal==0
#pragma shader_feature_local POI_AL_DECAL
//endex
//ifex _EnableFlipbook==0
#pragma shader_feature _SUNDISK_HIGH_QUALITY
//endex
//ifex _EnableEmission==0
#pragma shader_feature _EMISSION
//endex
//ifex _EnableEmission1==0
#pragma shader_feature_local POI_EMISSION_1
//endex
//ifex _EnableEmission2==0
#pragma shader_feature_local POI_EMISSION_2
//endex
//ifex _EnableEmission3==0
#pragma shader_feature_local POI_EMISSION_3
//endex
//ifex _EnableRimLighting==0
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _RIMSTYLE_POIYOMI _RIMSTYLE_UTS2 _RIMSTYLE_LILTOON
//endex
//ifex _EnableRim2Lighting==0
#pragma shader_feature_local POI_RIM2
#pragma shader_feature_local _RIM2STYLE_POIYOMI _RIM2STYLE_UTS2 _RIM2STYLE_LILTOON
//endex
//ifex _EnableDepthRimLighting==0
#pragma shader_feature_local _POI_DEPTH_RIMLIGHT
//endex
//ifex _GlitterEnable==0
#pragma shader_feature _SUNDISK_SIMPLE
//endex
//ifex _SubsurfaceScattering==0
#pragma shader_feature_local POI_SUBSURFACESCATTERING
//endex
//ifex _MochieBRDF==0
#pragma shader_feature_local MOCHIE_PBR
//endex
//ifex _ClearCoatBRDF==0
#pragma shader_feature_local POI_CLEARCOAT
//endex
//ifex _EnableEnvironmentalRim==0
#pragma shader_feature_local POI_ENVIRORIM
//endex
//ifex _StylizedSpecular==0
#pragma shader_feature_local POI_STYLIZED_StylizedSpecular
//endex
//ifex _EnablePathing==0
#pragma shader_feature_local POI_PATHING
//endex
//ifex _EnableMirrorOptions==0
#pragma shader_feature_local POI_MIRROR
//endex
//ifex _EnableTouchGlow==0
#pragma shader_feature GRAIN
//endex
//ifex _EnableIridescence==0
#pragma shader_feature_local POI_IRIDESCENCE
//endex
//ifex _BlackLightMaskingEnabled==0
#pragma shader_feature_local POI_BLACKLIGHTMASKING
//endex
//ifex _TextEnabled==0
#pragma shader_feature EFFECT_BUMP
//endex
//ifex _PostProcess==0
#pragma shader_feature_local POSTPROCESS
//endex
//ifex _TPSPenetratorEnabled==0
#pragma shader_feature_local TPS_Penetrator
#pragma shader_feature_local TPS_IsSkinnedMesh
//endex
//ifex _NormalCorrect==0
#pragma shader_feature_local POI_NORMALCORRECT
//endex
//ifex _PoiInternalParallax==0
#pragma shader_feature_local POI_INTERNALPARALLAX
//endex
//ifex _EnableTruchet!=1
#pragma shader_feature_local POI_TRUCHET
//endex
//ifex _BacklightEnabled!=1
#pragma shader_feature_local POI_BACKLIGHT
//endex
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#define POI_PASS_SHADOW
// UNITY Includes
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityPBSLighting.cginc"
#ifdef POI_PASS_META
#include "UnityMetaPass.cginc"
#endif
#pragma vertex vert
#pragma fragment frag
#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
#define PI float(3.14159265359)
#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
#define POI2D(tex, uv) (tex2D(tex, uv))
#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_MAINTEX_SAMPLER_PAN_INLINED(tex, poiMesh) (POI2D_SAMPLER_PAN(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan))
#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
#define POI_SAFE_RGBA mainTexture
#if defined(UNITY_COMPILER_HLSL)
#define PoiInitStruct(type, name) name = (type)0;
#else
#define PoiInitStruct(type, name)
#endif
#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
#define POI_NAN (asfloat(-1))
#define POI_MODE_OPAQUE 0
#define POI_MODE_CUTOUT 1
#define POI_MODE_FADE 2
#define POI_MODE_TRANSPARENT 3
#define POI_MODE_ADDITIVE 4
#define POI_MODE_SOFTADDITIVE 5
#define POI_MODE_MULTIPLICATIVE 6
#define POI_MODE_2XMULTIPLICATIVE 7
#define POI_MODE_TRANSCLIPPING 9
/*
Texture2D ;
float4 _ST;
float2 Pan;
float UV;
float Stochastic;
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7 )]
*/
#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
//ifex _EnableAudioLink==0
// Map of where features in AudioLink are.
#define ALPASS_DFT uint2(0,4) //Size: 128, 2
#define ALPASS_WAVEFORM uint2(0,6) //Size: 128, 16
#define ALPASS_AUDIOLINK uint2(0,0) //Size: 128, 4
#define ALPASS_AUDIOBASS uint2(0,0) //Size: 128, 1
#define ALPASS_AUDIOLOWMIDS uint2(0,1) //Size: 128, 1
#define ALPASS_AUDIOHIGHMIDS uint2(0,2) //Size: 128, 1
#define ALPASS_AUDIOTREBLE uint2(0,3) //Size: 128, 1
#define ALPASS_AUDIOLINKHISTORY uint2(1,0) //Size: 127, 4
#define ALPASS_GENERALVU uint2(0,22) //Size: 12, 1
#define ALPASS_CCINTERNAL uint2(12,22) //Size: 12, 2
#define ALPASS_CCCOLORS uint2(25,22) //Size: 11, 1
#define ALPASS_CCSTRIP uint2(0,24) //Size: 128, 1
#define ALPASS_CCLIGHTS uint2(0,25) //Size: 128, 2
#define ALPASS_AUTOCORRELATOR uint2(0,27) //Size: 128, 1
#define ALPASS_GENERALVU_INSTANCE_TIME uint2(2,22)
#define ALPASS_GENERALVU_LOCAL_TIME uint2(3,22)
#define ALPASS_GENERALVU_NETWORK_TIME uint2(4,22)
#define ALPASS_GENERALVU_PLAYERINFO uint2(6,22)
// Added in version 2.5
#define ALPASS_FILTEREDAUDIOLINK uint2(0,28) //Size: 16, 4
// Added in version 2.6
#define ALPASS_CHRONOTENSITY uint2(16,28) //Size: 8, 4
#define ALPASS_THEME_COLOR0 uint2(0,23)
#define ALPASS_THEME_COLOR1 uint2(1,23)
#define ALPASS_THEME_COLOR2 uint2(2,23)
#define ALPASS_THEME_COLOR3 uint2(3,23)
#define ALPASS_FILTEREDVU uint2(24,28) //Size: 4, 4
#define ALPASS_FILTEREDVU_INTENSITY uint2(24,28) //Size: 4, 1
#define ALPASS_FILTEREDVU_MARKER uint2(24,29) //Size: 4, 1
// Some basic constants to use (Note, these should be compatible with
// future version of AudioLink, but may change.
#define AUDIOLINK_SAMPHIST 3069 // Internal use for algos, do not change.
#define AUDIOLINK_SAMPLEDATA24 2046
#define AUDIOLINK_EXPBINS 24
#define AUDIOLINK_EXPOCT 10
#define AUDIOLINK_ETOTALBINS (AUDIOLINK_EXPBINS * AUDIOLINK_EXPOCT)
#define AUDIOLINK_WIDTH 128
#define AUDIOLINK_SPS 48000 // Samples per second
#define AUDIOLINK_ROOTNOTE 0
#define AUDIOLINK_4BAND_FREQFLOOR 0.123
#define AUDIOLINK_4BAND_FREQCEILING 1
#define AUDIOLINK_BOTTOM_FREQUENCY 13.75
#define AUDIOLINK_BASE_AMPLITUDE 2.5
#define AUDIOLINK_DELAY_COEFFICIENT_MIN 0.3
#define AUDIOLINK_DELAY_COEFFICIENT_MAX 0.9
#define AUDIOLINK_DFT_Q 4.0
#define AUDIOLINK_TREBLE_CORRECTION 5.0
// ColorChord constants
#define COLORCHORD_EMAXBIN 192
#define COLORCHORD_IIR_DECAY_1 0.90
#define COLORCHORD_IIR_DECAY_2 0.85
#define COLORCHORD_CONSTANT_DECAY_1 0.01
#define COLORCHORD_CONSTANT_DECAY_2 0.0
#define COLORCHORD_NOTE_CLOSEST 3.0
#define COLORCHORD_NEW_NOTE_GAIN 8.0
#define COLORCHORD_MAX_NOTES 10
uniform float4 _AudioTexture_TexelSize;
#ifdef SHADER_TARGET_SURFACE_ANALYSIS
#define AUDIOLINK_STANDARD_INDEXING
#endif
// Mechanism to index into texture.
#ifdef AUDIOLINK_STANDARD_INDEXING
sampler2D _AudioTexture;
#define AudioLinkData(xycoord) tex2Dlod(_AudioTexture, float4(uint2(xycoord) * _AudioTexture_TexelSize.xy, 0, 0))
#else
uniform Texture2D _AudioTexture;
SamplerState sampler_AudioTexture;
#define AudioLinkData(xycoord) _AudioTexture[uint2(xycoord)]
#endif
uniform sampler2D _Stored;
uniform float4 _Stored_TexelSize;
#define LumaData(x,y) tex2Dlod(_Stored, float4(x, y, 0, 0))
//endex
float _Mode;
float _StochasticDeliotHeitzDensity;
float _StochasticHexGridDensity;
float _StochasticHexRotationStrength;
float _StochasticHexFallOffContrast;
float _StochasticHexFallOffPower;
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
#if defined(PROP_GLOBALMASKTEXTURE0) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture0;
#endif
float4 _GlobalMaskTexture0_ST;
float2 _GlobalMaskTexture0Pan;
float _GlobalMaskTexture0UV;
int _GlobalMaskTexture0Split;
float4 _GlobalMaskTexture0SplitTilingOffset_G;
float4 _GlobalMaskTexture0SplitPan_G;
float4 _GlobalMaskTexture0SplitTilingOffset_B;
float4 _GlobalMaskTexture0SplitPan_B;
float4 _GlobalMaskTexture0SplitTilingOffset_A;
float4 _GlobalMaskTexture0SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture1;
#endif
float4 _GlobalMaskTexture1_ST;
float2 _GlobalMaskTexture1Pan;
float _GlobalMaskTexture1UV;
int _GlobalMaskTexture1Split;
float4 _GlobalMaskTexture1SplitTilingOffset_G;
float4 _GlobalMaskTexture1SplitPan_G;
float4 _GlobalMaskTexture1SplitTilingOffset_B;
float4 _GlobalMaskTexture1SplitPan_B;
float4 _GlobalMaskTexture1SplitTilingOffset_A;
float4 _GlobalMaskTexture1SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE2) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture2;
#endif
float4 _GlobalMaskTexture2_ST;
float2 _GlobalMaskTexture2Pan;
float _GlobalMaskTexture2UV;
int _GlobalMaskTexture2Split;
float4 _GlobalMaskTexture2SplitTilingOffset_G;
float4 _GlobalMaskTexture2SplitPan_G;
float4 _GlobalMaskTexture2SplitTilingOffset_B;
float4 _GlobalMaskTexture2SplitPan_B;
float4 _GlobalMaskTexture2SplitTilingOffset_A;
float4 _GlobalMaskTexture2SplitPan_A;
#if defined(PROP_GLOBALMASKTEXTURE3) || !defined(OPTIMIZER_ENABLED)
Texture2D _GlobalMaskTexture3;
#endif
float4 _GlobalMaskTexture3_ST;
float2 _GlobalMaskTexture3Pan;
float _GlobalMaskTexture3UV;
int _GlobalMaskTexture3Split;
float4 _GlobalMaskTexture3SplitTilingOffset_G;
float4 _GlobalMaskTexture3SplitPan_G;
float4 _GlobalMaskTexture3SplitTilingOffset_B;
float4 _GlobalMaskTexture3SplitPan_B;
float4 _GlobalMaskTexture3SplitTilingOffset_A;
float4 _GlobalMaskTexture3SplitPan_A;
#endif
//endex
//ifex _GlobalMaskOptionsEnable==0
float _GlobalMaskOptionsEnable;
int _GlobalMaskOptionsType;
//ifex _GlobalMaskOptionsType!=0
float _GlobalMaskSlider_0;
float _GlobalMaskSlider_1;
float _GlobalMaskSlider_2;
float _GlobalMaskSlider_3;
float _GlobalMaskSlider_4;
float _GlobalMaskSlider_5;
float _GlobalMaskSlider_6;
float _GlobalMaskSlider_7;
float _GlobalMaskSlider_8;
float _GlobalMaskSlider_9;
float _GlobalMaskSlider_10;
float _GlobalMaskSlider_11;
float _GlobalMaskSlider_12;
float _GlobalMaskSlider_13;
float _GlobalMaskSlider_14;
float _GlobalMaskSlider_15;
//endex
//ifex _GlobalMaskOptionsType!=1
float2 _GlobalMaskMinMaxSlider_0;
float2 _GlobalMaskMinMaxSlider_1;
float2 _GlobalMaskMinMaxSlider_2;
float2 _GlobalMaskMinMaxSlider_3;
float2 _GlobalMaskMinMaxSlider_4;
float2 _GlobalMaskMinMaxSlider_5;
float2 _GlobalMaskMinMaxSlider_6;
float2 _GlobalMaskMinMaxSlider_7;
float2 _GlobalMaskMinMaxSlider_8;
float2 _GlobalMaskMinMaxSlider_9;
float2 _GlobalMaskMinMaxSlider_10;
float2 _GlobalMaskMinMaxSlider_11;
float2 _GlobalMaskMinMaxSlider_12;
float2 _GlobalMaskMinMaxSlider_13;
float2 _GlobalMaskMinMaxSlider_14;
float2 _GlobalMaskMinMaxSlider_15;
//endex
//ifex _GlobalMaskOptionsType!=2
int _GlobalMaskToggleOn_0;
int _GlobalMaskToggleOff_0;
int _GlobalMaskToggleOn_1;
int _GlobalMaskToggleOff_1;
int _GlobalMaskToggleOn_2;
int _GlobalMaskToggleOff_2;
int _GlobalMaskToggleOn_3;
int _GlobalMaskToggleOff_3;
int _GlobalMaskToggleOn_4;
int _GlobalMaskToggleOff_4;
int _GlobalMaskToggleOn_5;
int _GlobalMaskToggleOff_5;
int _GlobalMaskToggleOn_6;
int _GlobalMaskToggleOff_6;
int _GlobalMaskToggleOn_7;
int _GlobalMaskToggleOff_7;
int _GlobalMaskToggleOn_8;
int _GlobalMaskToggleOff_8;
int _GlobalMaskToggleOn_9;
int _GlobalMaskToggleOff_9;
int _GlobalMaskToggleOn_10;
int _GlobalMaskToggleOff_10;
int _GlobalMaskToggleOn_11;
int _GlobalMaskToggleOff_11;
int _GlobalMaskToggleOn_12;
int _GlobalMaskToggleOff_12;
int _GlobalMaskToggleOn_13;
int _GlobalMaskToggleOff_13;
int _GlobalMaskToggleOn_14;
int _GlobalMaskToggleOff_14;
int _GlobalMaskToggleOn_15;
int _GlobalMaskToggleOff_15;
//endex
//endex
//ifex _GlobalMaskModifiersBackfaceEnable==0
float _GlobalMaskModifiersBackfaceEnable;
float _GlobalMaskBackface_0;
float _GlobalMaskBackface_1;
float _GlobalMaskBackface_2;
float _GlobalMaskBackface_3;
float _GlobalMaskBackface_4;
float _GlobalMaskBackface_5;
float _GlobalMaskBackface_6;
float _GlobalMaskBackface_7;
float _GlobalMaskBackface_8;
float _GlobalMaskBackface_9;
float _GlobalMaskBackface_10;
float _GlobalMaskBackface_11;
float _GlobalMaskBackface_12;
float _GlobalMaskBackface_13;
float _GlobalMaskBackface_14;
float _GlobalMaskBackface_15;
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
float _GlobalMaskModifiersMirrorEnable;
float _GlobalMaskMirrorVisibilityMode;
float _GlobalMaskMirror_0;
float _GlobalMaskMirror_1;
float _GlobalMaskMirror_2;
float _GlobalMaskMirror_3;
float _GlobalMaskMirror_4;
float _GlobalMaskMirror_5;
float _GlobalMaskMirror_6;
float _GlobalMaskMirror_7;
float _GlobalMaskMirror_8;
float _GlobalMaskMirror_9;
float _GlobalMaskMirror_10;
float _GlobalMaskMirror_11;
float _GlobalMaskMirror_12;
float _GlobalMaskMirror_13;
float _GlobalMaskMirror_14;
float _GlobalMaskMirror_15;
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
float _GlobalMaskModifiersCameraEnable;
float _GlobalMaskCamera_0;
float _GlobalMaskCamera_1;
float _GlobalMaskCamera_2;
float _GlobalMaskCamera_3;
float _GlobalMaskCamera_4;
float _GlobalMaskCamera_5;
float _GlobalMaskCamera_6;
float _GlobalMaskCamera_7;
float _GlobalMaskCamera_8;
float _GlobalMaskCamera_9;
float _GlobalMaskCamera_10;
float _GlobalMaskCamera_11;
float _GlobalMaskCamera_12;
float _GlobalMaskCamera_13;
float _GlobalMaskCamera_14;
float _GlobalMaskCamera_15;
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
int _GlobalMaskModifiersDistanceEnable;
//ifex _GlobalMaskDistanceEnable_0==0
int _GlobalMaskDistanceEnable_0;
int _GlobalMaskDistanceType_0;
float _GlobalMaskDistanceMin_0;
float _GlobalMaskDistanceMax_0;
float _GlobalMaskDistanceMinAlpha_0;
float _GlobalMaskDistanceMaxAlpha_0;
int _GlobalMaskDistanceBlendType_0;
//endex
//ifex _GlobalMaskDistanceEnable_1==0
int _GlobalMaskDistanceEnable_1;
int _GlobalMaskDistanceType_1;
float _GlobalMaskDistanceMin_1;
float _GlobalMaskDistanceMax_1;
float _GlobalMaskDistanceMinAlpha_1;
float _GlobalMaskDistanceMaxAlpha_1;
int _GlobalMaskDistanceBlendType_1;
//endex
//ifex _GlobalMaskDistanceEnable_2==0
int _GlobalMaskDistanceEnable_2;
int _GlobalMaskDistanceType_2;
float _GlobalMaskDistanceMin_2;
float _GlobalMaskDistanceMax_2;
float _GlobalMaskDistanceMinAlpha_2;
float _GlobalMaskDistanceMaxAlpha_2;
int _GlobalMaskDistanceBlendType_2;
//endex
//ifex _GlobalMaskDistanceEnable_3==0
int _GlobalMaskDistanceEnable_3;
int _GlobalMaskDistanceType_3;
float _GlobalMaskDistanceMin_3;
float _GlobalMaskDistanceMax_3;
float _GlobalMaskDistanceMinAlpha_3;
float _GlobalMaskDistanceMaxAlpha_3;
int _GlobalMaskDistanceBlendType_3;
//endex
//ifex _GlobalMaskDistanceEnable_4==0
int _GlobalMaskDistanceEnable_4;
int _GlobalMaskDistanceType_4;
float _GlobalMaskDistanceMin_4;
float _GlobalMaskDistanceMax_4;
float _GlobalMaskDistanceMinAlpha_4;
float _GlobalMaskDistanceMaxAlpha_4;
int _GlobalMaskDistanceBlendType_4;
//endex
//ifex _GlobalMaskDistanceEnable_5==0
int _GlobalMaskDistanceEnable_5;
int _GlobalMaskDistanceType_5;
float _GlobalMaskDistanceMin_5;
float _GlobalMaskDistanceMax_5;
float _GlobalMaskDistanceMinAlpha_5;
float _GlobalMaskDistanceMaxAlpha_5;
int _GlobalMaskDistanceBlendType_5;
//endex
//ifex _GlobalMaskDistanceEnable_6==0
int _GlobalMaskDistanceEnable_6;
int _GlobalMaskDistanceType_6;
float _GlobalMaskDistanceMin_6;
float _GlobalMaskDistanceMax_6;
float _GlobalMaskDistanceMinAlpha_6;
float _GlobalMaskDistanceMaxAlpha_6;
int _GlobalMaskDistanceBlendType_6;
//endex
//ifex _GlobalMaskDistanceEnable_7==0
int _GlobalMaskDistanceEnable_7;
int _GlobalMaskDistanceType_7;
float _GlobalMaskDistanceMin_7;
float _GlobalMaskDistanceMax_7;
float _GlobalMaskDistanceMinAlpha_7;
float _GlobalMaskDistanceMaxAlpha_7;
int _GlobalMaskDistanceBlendType_7;
//endex
//ifex _GlobalMaskDistanceEnable_8==0
int _GlobalMaskDistanceEnable_8;
int _GlobalMaskDistanceType_8;
float _GlobalMaskDistanceMin_8;
float _GlobalMaskDistanceMax_8;
float _GlobalMaskDistanceMinAlpha_8;
float _GlobalMaskDistanceMaxAlpha_8;
int _GlobalMaskDistanceBlendType_8;
//endex
//ifex _GlobalMaskDistanceEnable_9==0
int _GlobalMaskDistanceEnable_9;
int _GlobalMaskDistanceType_9;
float _GlobalMaskDistanceMin_9;
float _GlobalMaskDistanceMax_9;
float _GlobalMaskDistanceMinAlpha_9;
float _GlobalMaskDistanceMaxAlpha_9;
int _GlobalMaskDistanceBlendType_9;
//endex
//ifex _GlobalMaskDistanceEnable_10==0
int _GlobalMaskDistanceEnable_10;
int _GlobalMaskDistanceType_10;
float _GlobalMaskDistanceMin_10;
float _GlobalMaskDistanceMax_10;
float _GlobalMaskDistanceMinAlpha_10;
float _GlobalMaskDistanceMaxAlpha_10;
int _GlobalMaskDistanceBlendType_10;
//endex
//ifex _GlobalMaskDistanceEnable_11==0
int _GlobalMaskDistanceEnable_11;
int _GlobalMaskDistanceType_11;
float _GlobalMaskDistanceMin_11;
float _GlobalMaskDistanceMax_11;
float _GlobalMaskDistanceMinAlpha_11;
float _GlobalMaskDistanceMaxAlpha_11;
int _GlobalMaskDistanceBlendType_11;
//endex
//ifex _GlobalMaskDistanceEnable_12==0
int _GlobalMaskDistanceEnable_12;
int _GlobalMaskDistanceType_12;
float _GlobalMaskDistanceMin_12;
float _GlobalMaskDistanceMax_12;
float _GlobalMaskDistanceMinAlpha_12;
float _GlobalMaskDistanceMaxAlpha_12;
int _GlobalMaskDistanceBlendType_12;
//endex
//ifex _GlobalMaskDistanceEnable_13==0
int _GlobalMaskDistanceEnable_13;
int _GlobalMaskDistanceType_13;
float _GlobalMaskDistanceMin_13;
float _GlobalMaskDistanceMax_13;
float _GlobalMaskDistanceMinAlpha_13;
float _GlobalMaskDistanceMaxAlpha_13;
int _GlobalMaskDistanceBlendType_13;
//endex
//ifex _GlobalMaskDistanceEnable_14==0
int _GlobalMaskDistanceEnable_14;
int _GlobalMaskDistanceType_14;
float _GlobalMaskDistanceMin_14;
float _GlobalMaskDistanceMax_14;
float _GlobalMaskDistanceMinAlpha_14;
float _GlobalMaskDistanceMaxAlpha_14;
int _GlobalMaskDistanceBlendType_14;
//endex
//ifex _GlobalMaskDistanceEnable_15==0
int _GlobalMaskDistanceEnable_15;
int _GlobalMaskDistanceType_15;
float _GlobalMaskDistanceMin_15;
float _GlobalMaskDistanceMax_15;
float _GlobalMaskDistanceMinAlpha_15;
float _GlobalMaskDistanceMaxAlpha_15;
int _GlobalMaskDistanceBlendType_15;
//endex
//endex
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
float _UDIMDiscardMode;
float _UDIMDiscardUV;
float _UDIMDiscardRow3_0;
float _UDIMDiscardRow3_1;
float _UDIMDiscardRow3_2;
float _UDIMDiscardRow3_3;
float _UDIMDiscardRow2_0;
float _UDIMDiscardRow2_1;
float _UDIMDiscardRow2_2;
float _UDIMDiscardRow2_3;
float _UDIMDiscardRow1_0;
float _UDIMDiscardRow1_1;
float _UDIMDiscardRow1_2;
float _UDIMDiscardRow1_3;
float _UDIMDiscardRow0_0;
float _UDIMDiscardRow0_1;
float _UDIMDiscardRow0_2;
float _UDIMDiscardRow0_3;
#endif
//endex
//ifex _EnableDistortion==0
#ifdef USER_LUT
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture;
float4 _DistortionFlowTexture_ST;
float2 _DistortionFlowTexturePan;
float _DistortionFlowTextureUV;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionFlowTexture1;
float4 _DistortionFlowTexture1_ST;
float2 _DistortionFlowTexture1Pan;
float _DistortionFlowTexture1UV;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DistortionMask;
float4 _DistortionMask_ST;
float2 _DistortionMaskPan;
float _DistortionMaskUV;
float _DistortionMaskChannel;
#endif
float _DistortionUvToDistort;
float _DistortionStrength;
float _DistortionStrength1;
#ifdef POI_AUDIOLINK
half _EnableDistortionAudioLink;
half2 _DistortionStrengthAudioLink;
half _DistortionStrengthAudioLinkBand;
half2 _DistortionStrength1AudioLink;
half _DistortionStrength1AudioLinkBand;
#endif
#endif
//endex
float _StereoEnabled;
float _PolarUV;
float2 _PolarCenter;
float _PolarRadialScale;
float _PolarLengthScale;
float _PolarSpiralPower;
float _PanoUseBothEyes;
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
sampler2D _HeightMap;
float4 _HeightMap_ST;
float2 _HeightMapPan;
float _HeightMapUV;
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _Heightmask;
float4 _Heightmask_ST;
float2 _HeightmaskPan;
float _HeightmaskUV;
float _HeightmaskChannel;
float _HeightmaskInvert;
SamplerState _linear_repeat;
#endif
float _ParallaxUV;
float _HeightStrength;
float _HeightOffset;
float _HeightStepsMin;
float _HeightStepsMax;
float _CurvatureU;
float _CurvatureV;
float _CurvFix;
#endif
//endex
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
float _AudioLinkDelay;
float _AudioLinkAnimToggle;
float _DebugWaveform;
float _DebugDFT;
float _DebugBass;
float _DebugLowMids;
float _DebugHighMids;
float _DebugTreble;
float _DebugCCColors;
float _DebugCCStrip;
float _DebugCCLights;
float _DebugAutocorrelator;
float _DebugChronotensity;
float _AudioLinkCCStripY;
#endif
//endex
float _IgnoreFog;
float _RenderingReduceClipDistance;
float _AddBlendOp;
float4 _Color;
float _ColorThemeIndex;
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _MainPixelMode;
float4 _MainTex_ST;
float2 _MainTexPan;
float _MainTexUV;
float4 _MainTex_TexelSize;
float _MainTexStochastic;
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
Texture2D _BumpMap;
#endif
float4 _BumpMap_ST;
float2 _BumpMapPan;
float _BumpMapUV;
float _BumpScale;
float _BumpMapStochastic;
Texture2D _ClippingMask;
float4 _ClippingMask_ST;
float2 _ClippingMaskPan;
float _ClippingMaskUV;
float _Inverse_Clipping;
float _Cutoff;
//ifex _MainColorAdjustToggle==0
float _MainColorAdjustToggle;
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MainColorAdjustTexture;
#endif
float4 _MainColorAdjustTexture_ST;
float2 _MainColorAdjustTexturePan;
float _MainColorAdjustTextureUV;
float _MainHueShiftToggle;
float _MainHueShiftReplace;
float _MainHueShift;
float _MainHueShiftSpeed;
float _Saturation;
float _MainBrightness;
float _MainHueALCTEnabled;
float _MainALHueShiftBand;
float _MainALHueShiftCTIndex;
float _MainHueALMotionSpeed;
float _MainHueGlobalMask;
float _MainHueGlobalMaskBlendType;
float _MainSaturationGlobalMask;
float _MainSaturationGlobalMaskBlendType;
float _MainBrightnessGlobalMask;
float _MainBrightnessGlobalMaskBlendType;
//endex
SamplerState sampler_linear_clamp;
SamplerState sampler_linear_repeat;
float _AlphaForceOpaque;
float _AlphaMod;
float _AlphaPremultiply;
float _AlphaBoostFA;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
float _AlphaToCoverage;
float _AlphaSharpenedA2C;
float _AlphaMipScale;
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
float _AlphaDithering;
float _AlphaDitherGradient;
//endex
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
float _AlphaDistanceFade;
float _AlphaDistanceFadeType;
float _AlphaDistanceFadeMinAlpha;
float _AlphaDistanceFadeMaxAlpha;
float _AlphaDistanceFadeMin;
float _AlphaDistanceFadeMax;
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
float _AlphaFresnel;
float _AlphaFresnelAlpha;
float _AlphaFresnelSharpness;
float _AlphaFresnelWidth;
float _AlphaFresnelInvert;
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
float _AlphaAngular;
float _AngleType;
float _AngleCompareTo;
float3 _AngleForwardDirection;
float _CameraAngleMin;
float _CameraAngleMax;
float _ModelAngleMin;
float _ModelAngleMax;
float _AngleMinAlpha;
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
float _AlphaAudioLinkEnabled;
float2 _AlphaAudioLinkAddRange;
float _AlphaAudioLinkAddBand;
//endex
float _AlphaGlobalMask;
float _AlphaGlobalMaskBlendType;
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 _VertexManipulationLocalTranslation;
float4 _VertexManipulationLocalRotation;
float3 _VertexManipulationLocalRotationSpeed;
float4 _VertexManipulationLocalScale;
float4 _VertexManipulationWorldTranslation;
float _VertexManipulationHeight;
sampler2D _VertexManipulationHeightMask;
float4 _VertexManipulationHeightMask_ST;
float2 _VertexManipulationHeightMaskPan;
float _VertexManipulationHeightMaskUV;
float _VertexManipulationHeightMaskChannel;
float _VertexManipulationHeightBias;
float _VertexRoundingEnabled;
int _VertexRoundingSpace;
float _VertexRoundingDivision;
//AL
float _VertexAudioLinkEnabled;
float3 _VertexLocalTranslationALMin;
float3 _VertexLocalTranslationALMax;
float _VertexLocalTranslationALBand;
float3 _VertexLocalRotationAL;
float _VertexLocalRotationALBand;
float3 _VertexLocalRotationCTALSpeed;
float _VertexLocalRotationCTALBandX;
float _VertexLocalRotationCTALBandY;
float _VertexLocalRotationCTALBandZ;
float _VertexLocalRotationCTALTypeX;
float _VertexLocalRotationCTALTypeY;
float _VertexLocalRotationCTALTypeZ;
float4 _VertexLocalScaleALMin;
float4 _VertexLocalScaleALMax;
float _VertexLocalScaleALBand;
float3 _VertexWorldTranslationALMin;
float3 _VertexWorldTranslationALMax;
float _VertexWorldTranslationALBand;
float2 _VertexManipulationHeightAL;
float _VertexManipulationHeightBand;
float2 _VertexRoundingRangeAL;
float _VertexRoundingRangeBand;
float _VertexBarrelMode;
float _VertexBarrelWidth;
float _VertexBarrelAlpha;
float _VertexBarrelHeight;
#endif
//endex
//ifex _VertexGlitchingEnabled==0
#ifdef POI_VERTEX_GLITCHING
//Vertex Glitching
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
float _VertexGlitchingUseTexture;
sampler2D _VertexGlitchMap;
float4 _VertexGlitchMap_ST;
#endif
float _VertexGlitchThreshold;
float _VertexGlitchFrequency;
float _VertexGlitchStrength;
float _VertexGlitchDensity;
float _VertexGlitchMirrorEnable;
float _VertexGlitchMirror;
float _VertexGlitchMapPanSpeed;
float _VertexGlitchingAudioLinkEnabled;
float _VertexGlitchingAudioLinkBand;
float _VertexGlitchingAudiolinkOverride;
#endif
//endex
//ifex _MainVertexColoringEnabled==0
float _MainVertexColoringEnabled;
float _MainVertexColoringLinearSpace;
float _MainVertexColoring;
float _MainUseVertexColorAlpha;
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
float _BackFaceEnabled;
float _BackFaceDetailIntensity;
float _BackFaceEmissionStrength;
float2 _BackFacePanning;
float4 _BackFaceColor;
float _BackFaceColorThemeIndex;
float _BackFaceReplaceAlpha;
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _BackFaceTexture;
#endif
float4 _BackFaceTexture_ST;
float2 _BackFaceTexturePan;
float _BackFaceTextureUV;
#if defined(PROP_BACKFACEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _BackFaceMask;
#endif
float4 _BackFaceMask_ST;
float2 _BackFaceMaskPan;
float _BackFaceMaskUV;
float _BackFaceMaskChannel;
float _BackFaceHueShiftEnabled;
float _BackFaceHueShift;
float _BackFaceHueShiftSpeed;
float _BackFaceEmissionLimiter;
#endif
//TODO detail strength stuff
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
float _DissolveType;
float _DissolveEdgeWidth;
float4 _DissolveEdgeColor;
sampler2D _DissolveEdgeGradient;
float4 _DissolveEdgeGradient_ST;
float2 _DissolveEdgeGradientPan;
float _DissolveEdgeGradientUV;
float _DissolveEdgeEmission;
float4 _DissolveTextureColor;
float _DissolveEdgeColorThemeIndex;
float _DissolveTextureColorThemeIndex;
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveToTexture;
#endif
float4 _DissolveToTexture_ST;
float2 _DissolveToTexturePan;
float _DissolveToTextureUV;
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveNoiseTexture;
#endif
float4 _DissolveNoiseTexture_ST;
float2 _DissolveNoiseTexturePan;
float _DissolveNoiseTextureUV;
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveDetailNoise;
#endif
float4 _DissolveDetailNoise_ST;
float2 _DissolveDetailNoisePan;
float _DissolveDetailNoiseUV;
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DissolveMask;
#endif
float4 _DissolveMask_ST;
float2 _DissolveMaskPan;
float _DissolveMaskUV;
float _DissolveMaskGlobalMask;
float _DissolveMaskGlobalMaskBlendType;
float _DissolveMaskInvert;
float _DissolveAlpha;
float _ContinuousDissolve;
float _DissolveDetailStrength;
float _DissolveDetailEdgeSmoothing;
float _DissolveEdgeHardness;
float _DissolveInvertNoise;
float _DissolveInvertDetailNoise;
float _DissolveToEmissionStrength;
// Point to Point
float _DissolveP2PWorldLocal;
float _DissolveP2PEdgeLength;
float _DissolveP2PClamp;
float4 _DissolveStartPoint;
float4 _DissolveEndPoint;
// Spherical
float3 _SphericalDissolveCenter;
float _SphericalDissolveRadius;
float _SphericalDissolveInvert;
float _SphericalDissolveClamp;
// CenterOut
float _CenterOutDissolveMode;
float3 _CenterOutDissolveDirection;
float _CenterOutDissolveInvert;
float _CenterOutDissolveNormals;
float _CenterOutDissolvePower;
// World Dissolve
float _DissolveWorldShape;
float4 _DissolveShapePosition;
float4 _DissolveShapeRotation;
float _DissolveShapeScale;
float _DissolveInvertShape;
float _DissolveShapeEdgeLength;
// UV Tile Dissolve
float _UVTileDissolveEnabled;
float _UVTileDissolveDiscardAtMax;
float _UVTileDissolveUV;
float _UVTileDissolveAlpha_Row3_0;
float _UVTileDissolveAlpha_Row3_1;
float _UVTileDissolveAlpha_Row3_2;
float _UVTileDissolveAlpha_Row3_3;
float _UVTileDissolveAlpha_Row2_0;
float _UVTileDissolveAlpha_Row2_1;
float _UVTileDissolveAlpha_Row2_2;
float _UVTileDissolveAlpha_Row2_3;
float _UVTileDissolveAlpha_Row1_0;
float _UVTileDissolveAlpha_Row1_1;
float _UVTileDissolveAlpha_Row1_2;
float _UVTileDissolveAlpha_Row1_3;
float _UVTileDissolveAlpha_Row0_0;
float _UVTileDissolveAlpha_Row0_1;
float _UVTileDissolveAlpha_Row0_2;
float _UVTileDissolveAlpha_Row0_3;
float _DissolveAlpha0;
float _DissolveAlpha1;
float _DissolveAlpha2;
float _DissolveAlpha3;
float _DissolveAlpha4;
float _DissolveAlpha5;
float _DissolveAlpha6;
float _DissolveAlpha7;
float _DissolveAlpha8;
float _DissolveAlpha9;
// Masking
float _DissolveEmissionSide;
float _DissolveEmission1Side;
float _DissolveUseVertexColors;
float4 edgeColor;
float edgeAlpha;
float dissolveAlpha;
float4 dissolveToTexture;
float _DissolveHueShiftEnabled;
float _DissolveHueShiftSpeed;
float _DissolveHueShift;
float _DissolveEdgeHueShiftEnabled;
float _DissolveEdgeHueShiftSpeed;
float _DissolveEdgeHueShift;
// Audio Link
#ifdef POI_AUDIOLINK
fixed _EnableDissolveAudioLink;
half _AudioLinkDissolveAlphaBand;
float2 _AudioLinkDissolveAlpha;
half _AudioLinkDissolveDetailBand;
float2 _AudioLinkDissolveDetail;
#endif
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
float _ALDecalUV;
float4 _ALUVScale;
float2 _ALUVPosition;
float _ALUVRotation;
float _ALUVRotationSpeed;
float4 _ALDecaldCircleDimensions;
float _ALDecalUVMode;
float _ALDecalVolumeStep;
float _ALDecalVolumeClipMin;
float _ALDecalVolumeClipMax;
float _ALDecalBandStep;
float _ALDecalBandClipMin;
float _ALDecalBandClipMax;
float _ALDecalShapeClip;
float _ALDecalShapeClipVolumeWidth;
float _ALDecalShapeClipBandWidth;
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _ALDecalColorMask;
float4 _ALDecalColorMask_ST;
float2 _ALDecalColorMaskPan;
float _ALDecalColorMaskUV;
#endif
float _ALDecalVolume;
float _ALDecalBaseBoost;
float _ALDecalTrebleBoost;
float _ALDecalLineWidth;
float _ALDecalVolumeColorSource;
float3 _ALDecalVolumeColorLow;
float _ALDecalVolumeColorLowThemeIndex;
float3 _ALDecalVolumeColorMid;
float _ALDecalVolumeColorMidThemeIndex;
float3 _ALDecalVolumeColorHigh;
float _ALDecalVolumeColorHighThemeIndex;
float _ALDecalLowEmission;
float _ALDecalMidEmission;
float _ALDecalHighEmission;
float _ALDecalBlendType;
float _ALDecalBlendAlpha;
float _ALDecalControlsAlpha;
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray);
float4 _FlipbookTexArray_ST;
float4 _FlipbookColor;
float _FlipbookColorThemeIndex;
float _FlipbookFPS;
// float _FlipbookTotalFrames;
float4 _FlipbookScaleOffset;
float4 _FlipbookSideOffset;
float _FlipbookTiled;
float _FlipbookManualFrameControl;
float _FlipbookCurrentFrame;
float _FlipbookStartAndEnd;
float _FlipbookStartFrame;
float _FlipbookEndFrame;
float _FlipbookEmissionStrength;
float _FlipbookRotation;
float _EnableFlipbook;
float _FlipbookTexArrayUV;
float _FlipbookAlphaControlsFinalAlpha;
float _FlipbookRotationSpeed;
float _FlipbookIntensityControlsAlpha;
float _FlipbookColorReplaces;
float2 _FlipbookTexArrayPan;
float _FlipbookFrameOffset;
// blending
float _FlipbookReplace;
float _FlipbookMultiply;
float _FlipbookAdd;
#if defined(PROP_FLIPBOOKMASSK) || !defined(OPTIMIZED_ENABLED)
Texture2D _FlipbookMask;
#endif
float4 _FlipbookMask_ST;
float2 _FlipbookMaskPan;
float _FlipbookMaskUV;
float _FlipbookMaskChannel;
float _FlipbookMaskGlobalMask;
float _FlipbookMaskGlobalMaskBlendType;
// anim
float _FlipbookMovementType;
float4 _FlipbookStartEndOffset;
float _FlipbookMovementSpeed;
// Crossfade
float _FlipbookCrossfadeEnabled;
float2 _FlipbookCrossfadeRange;
// Hueshift
float _FlipbookHueShiftEnabled;
float _FlipbookHueShiftSpeed;
float _FlipbookHueShift;
#ifdef POI_AUDIOLINK
float _FlipbookChronotensityEnabled;
float _FlipbookChronotensityBand;
float _FlipbookChronotensitySpeed;
float _FlipbookChronoType;
half _AudioLinkFlipbookScaleBand;
half4 _AudioLinkFlipbookScale;
half _AudioLinkFlipbookAlphaBand;
half2 _AudioLinkFlipbookAlpha;
half _AudioLinkFlipbookEmissionBand;
half2 _AudioLinkFlipbookEmission;
half _AudioLinkFlipbookFrameBand;
half2 _AudioLinkFlipbookFrame;
#endif
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float _VisibilityMode;
float _Mirror;
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _MirrorTexture;
#endif
float4 _MirrorColor;
float _MirrorColorThemeIndex;
float _MirrorTextureBlendType;
float4 _MirrorTexture_ST;
float2 _MirrorTexturePan;
float _MirrorTextureUV;
float _VisibilityVRCRegular;
float _VisibilityVRCMirrorVR;
float _VisibilityVRCMirrorDesktop;
float _VisibilityVRCCameraVR;
float _VisibilityVRCCameraDesktop;
float _VisibilityVRCCameraScreenshot;
#endif
//endex
//ifex _EnableTouchGlow==0
#if defined(PROP_DEPTHMASK) || !defined(OPTIMIZER_ENABLED)
Texture2D _DepthMask;
#endif
float4 _DepthMask_ST;
float2 _DepthMaskPan;
float _DepthMaskUV;
float _DepthMaskChannel;
float _DepthMaskGlobalMask;
float _DepthMaskGlobalMaskBlendType;
// Color
float _DepthColorToggle;
float _DepthColorBlendMode;
#if defined(PROP_DEPTHTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _DepthTexture;
#endif
float4 _DepthTexture_ST;
float2 _DepthTexturePan;
float _DepthTextureUV;
float3 _DepthColor;
float _DepthColorThemeIndex;
float _DepthColorMinDepth;
float _DepthColorMaxDepth;
float _DepthColorMinValue;
float _DepthColorMaxValue;
float _DepthEmissionStrength;
// Emission
// Alpha
float _DepthAlphaToggle;
float _DepthAlphaMinValue;
float _DepthAlphaMaxValue;
float _DepthAlphaMinDepth;
float _DepthAlphaMaxDepth;
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
float _BlackLightMasking0Key;
float2 _BlackLightMasking0Range;
float _BlackLightMasking0GlobalMaskIndex;
float _BlackLightMasking0GlobalMaskBlendType;
float _BlackLightMasking1Key;
float2 _BlackLightMasking1Range;
float _BlackLightMasking1GlobalMaskIndex;
float _BlackLightMasking1GlobalMaskBlendType;
float _BlackLightMasking2Key;
float2 _BlackLightMasking2Range;
float _BlackLightMasking2GlobalMaskIndex;
float _BlackLightMasking2GlobalMaskBlendType;
float _BlackLightMasking3Key;
float2 _BlackLightMasking3Range;
float _BlackLightMasking3GlobalMaskIndex;
float _BlackLightMasking3GlobalMaskBlendType;
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
float _TPS_AnimatedToggle;
float _TPS_PenetratorLength;
float3 _TPS_PenetratorScale;
float3 _TPS_PenetratorForward;
float3 _TPS_PenetratorRight;
float3 _TPS_PenetratorUp;
float _TPS_VertexColors;
float _TPS_MinimumOrificeDistance;
float _TPS_BezierStart;
float _TPS_SmoothStart;
float _TPS_BezierSmoothness;
float _TPS_Squeeze;
float _TPS_SqueezeDistance;
float _TPS_Buldge;
float _TPS_BuldgeDistance;
float _TPS_BuldgeFalloffDistance;
float _TPS_PumpingStrength;
float _TPS_PumpingSpeed;
float _TPS_PumpingWidth;
float _TPS_IdleSkrinkWidth;
float _TPS_IdleSkrinkLength;
float _TPS_BufferedDepthGlobalMaskIndex;
float _TPS_BufferedDepthGlobalMaskBlendType;
float _TPS_BufferedDepth;
float _TPS_BufferedStrength;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TPS_Grabpass);
#ifdef TPS_IsSkinnedMesh
UNITY_DECLARE_TEX2D_NOSAMPLER(_TPS_BakedMesh);
#else
sampler2D _TPS_BakedMesh;
#endif
#define ID_HOLE 0.41
#define ID_RING 0.42
#define ID_NORM 0.45
#define TPS_RECIEVER_DIST 0.01
#define PENETRATORTYPE_RING 1
#define PENETRATORTYPE_HOLE 2
#endif
//endex
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
float _NormalCorrectAmount;
float3 _NormalCorrectOrigin;
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
float4 _BacklightColor;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
Texture2D _BacklightColorTex;
float4 _BacklightColorTex_ST;
float2 _BacklightColorTexPan;
float _BacklightColorTexUV;
#endif
float _BacklightMainStrength;
float _BacklightNormalStrength;
float _BacklightBorder;
float _BacklightBlur;
float _BacklightDirectivity;
float _BacklightViewStrength;
int _BacklightReceiveShadow;
int _BacklightBackfaceMask;
#endif
//endex
//ifex _VideoEffectsEnable==0
float _VideoEffectsEnable;
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
sampler2D _VideoPixelTexture;
float4 _VideoPixelTexture_ST;
float _VideoPixelTextureUV;
#endif
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
Texture2D _VideoMaskTexture;
float4 _VideoMaskTexture_ST;
float2 _VideoMaskTexturePan;
float _VideoMaskTextureUV;
float _VideoMaskTextureChannel;
#endif
float _VideoType;
float2 _VideoResolution;
sampler2D _VideoGameboyRamp;
float _VideoBacklight;
float _VideoCRTRefreshRate;
float _VideoCRTPixelEnergizedTime;
float _VideoRepeatVideoTexture;
float _VideoPixelateToResolution;
float2 _VideoMaskPanning;
float _VideoSaturation;
float _VideoContrast;
float _VideoEmissionEnabled;
//endex
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
uint vertexId : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOut
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
float3 objNormal : TEXCOORD4;
float3 normal : TEXCOORD5;
float3 tangent : TEXCOORD6;
float3 binormal : TEXCOORD7;
float4 worldPos : TEXCOORD8;
float4 localPos : TEXCOORD9;
float3 objectPos : TEXCOORD10;
float4 vertexColor : TEXCOORD11;
float4 lightmapUV : TEXCOORD12;
float4 grabPos: TEXCOORD13;
float4 worldDirection: TEXCOORD14;
float4 extra: TEXCOORD15;
UNITY_SHADOW_COORDS(16)
UNITY_FOG_COORDS(17)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct PoiMesh
{
// 0 Vertex normal
// 1 Fragment normal
float3 normals[2];
float3 objNormal;
float3 tangentSpaceNormal;
float3 binormal[2];
float3 tangent[2];
float3 worldPos;
float3 localPos;
float3 objectPosition;
float isFrontFace;
float4 vertexColor;
float4 lightmapUV;
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 7 Distorted UV
float2 uv[8];
float2 parallaxUV;
};
struct PoiCam
{
float3 viewDir;
float3 forwardDir;
float3 worldPos;
float distanceToVert;
float4 clipPos;
float3 reflectionDir;
float3 vertexReflectionDir;
float3 tangentViewDir;
float4 grabPos;
float2 screenUV;
float vDotN;
float4 worldDirection;
};
struct PoiMods
{
float4 Mask;
float4 audioLink;
float audioLinkAvailable;
float audioLinkVersion;
float4 audioLinkTexture;
float audioLinkViaLuma;
float2 detailMask;
float2 backFaceDetailIntensity;
float globalEmission;
float4 globalColorTheme[12];
float globalMask[16];
float ALTime[8];
};
struct PoiLight
{
float3 direction;
float attenuation;
float attenuationStrength;
float3 directColor;
float3 indirectColor;
float occlusion;
float shadowMask;
float detailShadow;
float3 halfDir;
float lightMap;
float3 rampedLightMap;
float vertexNDotL;
float nDotL;
float nDotV;
float vertexNDotV;
float nDotH;
float vertexNDotH;
float lDotv;
float lDotH;
float nDotLSaturated;
float nDotLNormalized;
#ifdef POI_PASS_ADD
float additiveShadow;
#endif
float3 finalLighting;
float3 finalLightAdd;
#if defined(VERTEXLIGHT_ON) && defined(POI_VERTEXLIGHT_ON)
// Non Important Lights
float4 vDotNL;
float4 vertexVDotNL;
float3 vColor[4];
float4 vCorrectedDotNL;
float4 vAttenuation;
float4 vAttenuationDotNL;
float3 vPosition[4];
float3 vDirection[4];
float3 vFinalLighting;
float3 vHalfDir[4];
half4 vDotNH;
half4 vertexVDotNH;
half4 vDotLH;
#endif
};
struct PoiVertexLights
{
float3 direction;
float3 color;
float attenuation;
};
struct PoiFragData
{
float3 baseColor;
float3 finalColor;
float alpha;
float3 emission;
};
// glsl_mod behaves better on negative numbers, and
// in some situations actually outperforms HLSL's fmod()
#ifndef glsl_mod
#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
#endif
float2 poiUV(float2 uv, float4 tex_st)
{
return uv * tex_st.xy + tex_st.zw;
}
float2 vertexUV(in VertexOut o, int index)
{
switch (index)
{
case 0:
return o.uv[0];
case 1:
return o.uv[1];
case 2:
return o.uv[2];
case 3:
return o.uv[3];
default:
return o.uv[0];
}
}
float2 vertexUV(in appdata v, int index)
{
switch (index)
{
case 0:
return v.uv0;
case 1:
return v.uv1;
case 2:
return v.uv2;
case 3:
return v.uv3;
default:
return v.uv0;
}
}
//Lighting Helpers
float calculateluminance(float3 color)
{
return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
}
// Set by VRChat (as of open beta 1245)
// _VRChatCameraMode: 0 => Normal, 1 => VR HandCam, 2 => Desktop Handcam, 3 => Screenshot/Photo
// _VRChatMirrorMode: 0 => Normal, 1 => Mirror (VR), 2 => Mirror (Deskie)
float _VRChatCameraMode;
float _VRChatMirrorMode;
float VRCCameraMode()
{
return _VRChatCameraMode;
}
float VRCMirrorMode()
{
return _VRChatMirrorMode;
}
bool IsInMirror()
{
return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
}
bool IsOrthographicCamera()
{
return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
}
float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
{
// average energy
float R0 = max(0, L0);
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
half3 BetterSH9(half4 normal)
{
float3 indirect;
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
indirect = max(0, indirect);
indirect += SHEvalLinearL2(normal);
return indirect;
}
// Silent's code ends here
float3 getCameraForward()
{
#if UNITY_SINGLE_PASS_STEREO
float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
#else
float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
#endif
return normalize(p2 - p1);
}
half3 GetSHLength()
{
half3 x, x1;
x.r = length(unity_SHAr);
x.g = length(unity_SHAg);
x.b = length(unity_SHAb);
x1.r = length(unity_SHBr);
x1.g = length(unity_SHBg);
x1.b = length(unity_SHBb);
return x + x1;
}
float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
//UNITY_BRANCH
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition.xyz);
}
#endif
return direction;
}
float poiMax(float2 i)
{
return max(i.x, i.y);
}
float poiMax(float3 i)
{
return max(max(i.x, i.y), i.z);
}
float poiMax(float4 i)
{
return max(max(max(i.x, i.y), i.z), i.w);
}
float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
{
float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
return normalize(
normal.x * poiMesh.tangent[0] +
normal.y * poiMesh.binormal[0] +
normal.z * baseNormal
);
}
float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
{
return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
}
float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
{
return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
}
float2 calcParallax(in float height, in PoiCam poiCam)
{
return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
}
/*
0: Zero float4(0.0, 0.0, 0.0, 0.0),
1: One float4(1.0, 1.0, 1.0, 1.0),
2: DstColor destinationColor,
3: SrcColor sourceColor,
4: OneMinusDstColor float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
5: SrcAlpha sourceColor.aaaa,
6: OneMinusSrcColor float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
7: DstAlpha destinationColor.aaaa,
8: OneMinusDstAlpha float4(1.0, 1.0, 1.0, 1.0) - destinationColor.,
9: SrcAlphaSaturate saturate(sourceColor.aaaa),
10: OneMinusSrcAlpha float4(1.0, 1.0, 1.0, 1.0) - sourceColor.aaaa,
*/
float4 poiBlend(const float sourceFactor, const float4 sourceColor, const float destinationFactor, const float4 destinationColor, const float4 blendFactor)
{
float4 sA = 1 - blendFactor;
const float4 blendData[11] = {
float4(0.0, 0.0, 0.0, 0.0),
float4(1.0, 1.0, 1.0, 1.0),
destinationColor,
sourceColor,
float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
sA,
float4(1.0, 1.0, 1.0, 1.0) - sA,
saturate(sourceColor.aaaa),
1 - sA,
};
return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
}
// Average
float blendAverage(float base, float blend)
{
return (base + blend) / 2.0;
}
float3 blendAverage(float3 base, float3 blend)
{
return (base + blend) / 2.0;
}
// Color burn
float blendColorBurn(float base, float blend)
{
return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(blend))), 0.0);
}
float3 blendColorBurn(float3 base, float3 blend)
{
return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
}
// Color Dodge
float blendColorDodge(float base, float blend)
{
return (blend == 1.0)?blend : min(base / (1.0 - blend), 1.0);
}
float3 blendColorDodge(float3 base, float3 blend)
{
return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
}
// Darken
float blendDarken(float base, float blend)
{
return min(blend, base);
}
float3 blendDarken(float3 base, float3 blend)
{
return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
}
// Exclusion
float blendExclusion(float base, float blend)
{
return base + blend - 2.0 * base * blend;
}
float3 blendExclusion(float3 base, float3 blend)
{
return base + blend - 2.0 * base * blend;
}
// Reflect
float blendReflect(float base, float blend)
{
return (blend == 1.0)?blend : min(base * base / (1.0 - blend), 1.0);
}
float3 blendReflect(float3 base, float3 blend)
{
return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
}
// Glow
float blendGlow(float base, float blend)
{
return blendReflect(blend, base);
}
float3 blendGlow(float3 base, float3 blend)
{
return blendReflect(blend, base);
}
// Overlay
float blendOverlay(float base, float blend)
{
return base < 0.5?(2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
}
float3 blendOverlay(float3 base, float3 blend)
{
return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
}
// Hard Light
float blendHardLight(float base, float blend)
{
return blendOverlay(blend, base);
}
float3 blendHardLight(float3 base, float3 blend)
{
return blendOverlay(blend, base);
}
// Vivid light
float blendVividLight(float base, float blend)
{
return (blend < 0.5)?blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendVividLight(float3 base, float3 blend)
{
return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
}
// Hard mix
float blendHardMix(float base, float blend)
{
return (blendVividLight(base, blend) < 0.5)?0.0 : 1.0;
}
float3 blendHardMix(float3 base, float3 blend)
{
return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
}
// Lighten
float blendLighten(float base, float blend)
{
return max(blend, base);
}
float3 blendLighten(float3 base, float3 blend)
{
return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
}
// Linear Burn
float blendLinearBurn(float base, float blend)
{
// Note : Same implementation as BlendSubtractf
return max(base + blend - 1.0, 0.0);
}
float3 blendLinearBurn(float3 base, float3 blend)
{
// Note : Same implementation as BlendSubtract
return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
}
// Linear Dodge
float blendLinearDodge(float base, float blend)
{
// Note : Same implementation as BlendAddf
return min(base + blend, 1.0);
}
float3 blendLinearDodge(float3 base, float3 blend)
{
// Note : Same implementation as BlendAdd
return min(base + blend, float3(1.0, 1.0, 1.0));
}
// Linear light
float blendLinearLight(float base, float blend)
{
return blend < 0.5?blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
}
float3 blendLinearLight(float3 base, float3 blend)
{
return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
}
// Multiply
float blendMultiply(float base, float blend)
{
return base * blend;
}
float3 blendMultiply(float3 base, float3 blend)
{
return base * blend;
}
// Negation
float blendNegation(float base, float blend)
{
return 1.0 - abs(1.0 - base - blend);
}
float3 blendNegation(float3 base, float3 blend)
{
return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
}
// Normal
float blendNormal(float base, float blend)
{
return blend;
}
float3 blendNormal(float3 base, float3 blend)
{
return blend;
}
// Phoenix
float blendPhoenix(float base, float blend)
{
return min(base, blend) - max(base, blend) + 1.0;
}
float3 blendPhoenix(float3 base, float3 blend)
{
return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
}
// Pin light
float blendPinLight(float base, float blend)
{
return (blend < 0.5)?blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
}
float3 blendPinLight(float3 base, float3 blend)
{
return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
}
// Screen
float blendScreen(float base, float blend)
{
return 1.0 - ((1.0 - base) * (1.0 - blend));
}
float3 blendScreen(float3 base, float3 blend)
{
return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
}
// Soft Light
float blendSoftLight(float base, float blend)
{
return (blend < 0.5)?(2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
}
float3 blendSoftLight(float3 base, float3 blend)
{
return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
}
// Subtract
float blendSubtract(float base, float blend)
{
return max(base - blend, 0.0);
}
float3 blendSubtract(float3 base, float3 blend)
{
return max(base - blend, 0.0);
}
// Difference
float blendDifference(float base, float blend)
{
return abs(base - blend);
}
float3 blendDifference(float3 base, float3 blend)
{
return abs(base - blend);
}
// Divide
float blendDivide(float base, float blend)
{
return base / max(blend, 0.0001);
}
float3 blendDivide(float3 base, float3 blend)
{
return base / max(blend, 0.0001);
}
float3 customBlend(float3 base, float3 blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float customBlend(float base, float blend, float blendType)
{
switch(blendType)
{
case 0 : return blendNormal (base, blend); break;
case 1 : return blendDarken (base, blend); break;
case 2 : return blendMultiply (base, blend); break;
case 3 : return blendColorBurn (base, blend); break;
case 4 : return blendLinearBurn (base, blend); break;
case 5 : return blendLighten (base, blend); break;
case 6 : return blendScreen (base, blend); break;
case 7 : return blendColorDodge (base, blend); break;
case 8 : return blendLinearDodge (base, blend); break;
case 9 : return blendOverlay (base, blend); break;
case 10: return blendSoftLight (base, blend); break;
case 11: return blendHardLight (base, blend); break;
case 12: return blendVividLight (base, blend); break;
case 13: return blendLinearLight (base, blend); break;
case 14: return blendPinLight (base, blend); break;
case 15: return blendHardMix (base, blend); break;
case 16: return blendDifference (base, blend); break;
case 17: return blendExclusion (base, blend); break;
case 18: return blendSubtract (base, blend); break;
case 19: return blendDivide (base, blend); break;
default: return 0; break;
}
}
float random(float2 p)
{
return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
}
float2 random2(float2 p)
{
return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
}
float3 random3(float3 p)
{
return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
}
float3 randomFloat3(float2 Seed, float maximum)
{
return (.5 + float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
) * .5) * (maximum);
}
float3 randomFloat3Range(float2 Seed, float Range)
{
return (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1) * Range;
}
float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
{
float3 rando = (float3(
frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
) * 2 - 1);
float speed = 1 + wiggleSpeed;
return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
}
void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
{
float2 uv = ScreenPosition.xy * _ScreenParams.xy;
float DITHER_THRESHOLDS[16] = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
Out = In - DITHER_THRESHOLDS[index];
}
static const float Epsilon = 1e-10;
// The weights of RGB contributions to luminance.
// Should sum to unity.
static const float3 HCYwts = float3(0.299, 0.587, 0.114);
static const float HCLgamma = 3;
static const float HCLy0 = 100;
static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
static const float3 wref = float3(1.0, 1.0, 1.0);
#define TAU 6.28318531
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R, G, B));
}
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 HSVtoRGB(in float3 HSV)
{
float3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}
float3 RGBtoHSV(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return float3(HCV.x, S, HCV.z);
}
float3 HSLtoRGB(in float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
float3 RGBtoHSL(in float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
{
// Optimization/adaptation of https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/GUI/ColorMutator.cs#L23 but skips weird photoshop stuff
float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
bool isSDR = maxColorComponent <= 1.0;
float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
baseLinearColor = scaleFactor * linearColorHDR;
}
float3 ApplyHDRExposure(float3 linearColor, float exposure)
{
return linearColor * pow(2, exposure);
}
// Transforms an RGB color using a matrix. Note that S and V are absolute values here
float3 ModifyViaHSV(float3 color, float h, float s, float v)
{
float3 colorHSV = RGBtoHSV(color);
colorHSV.x = frac(colorHSV.x + h);
colorHSV.y = saturate(colorHSV.y + s);
colorHSV.z = saturate(colorHSV.z + v);
return HSVtoRGB(colorHSV);
}
float3 ModifyViaHSV(float3 color, float3 HSVMod)
{
return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
}
float3 hueShift(float3 color, float hueOffset)
{
color = RGBtoHSV(color);
color.x = frac(hueOffset +color.x);
return HSVtoRGB(color);
}
// LCH
float xyzF(float t)
{
return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
}
float xyzR(float t)
{
return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
}
float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
{
float angleX = radians(x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float4x4 poiRotationMatrixFromAngles(float3 angles)
{
float angleX = radians(angles.x);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(angles.y);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(angles.z);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
}
float3 getCameraPosition()
{
#ifdef USING_STEREO_MATRICES
return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
#endif
return _WorldSpaceCameraPos;
}
half2 calcScreenUVs(half4 grabPos)
{
half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
#if UNITY_SINGLE_PASS_STEREO
uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
#else
uv.xy *= _ScreenParams.xy;
#endif
return uv;
}
float CalcMipLevel(float2 texture_coord)
{
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
float inverseLerp(float A, float B, float T)
{
return (T - A) / (B - A);
}
float inverseLerp2(float2 a, float2 b, float2 value)
{
float2 AB = b - a;
float2 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp3(float3 a, float3 b, float3 value)
{
float3 AB = b - a;
float3 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
float inverseLerp4(float4 a, float4 b, float4 value)
{
float4 AB = b - a;
float4 AV = value - a;
return dot(AV, AB) / dot(AB, AB);
}
/*
MIT License
Copyright (c) 2019 wraikny
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
VertexTransformShader is dependent on:
*/
float4 quaternion_conjugate(float4 v)
{
return float4(
v.x, -v.yzw
);
}
float4 quaternion_mul(float4 v1, float4 v2)
{
float4 result1 = (v1.x * v2 + v1 * v2.x);
float4 result2 = float4(
- dot(v1.yzw, v2.yzw),
cross(v1.yzw, v2.yzw)
);
return float4(result1 + result2);
}
// angle : radians
float4 get_quaternion_from_angle(float3 axis, float angle)
{
float sn = sin(angle * 0.5);
float cs = cos(angle * 0.5);
return float4(axis * sn, cs);
}
float4 quaternion_from_vector(float3 inVec)
{
return float4(0.0, inVec);
}
float degree_to_radius(float degree)
{
return (
degree / 180.0 * PI
);
}
float3 rotate_with_quaternion(float3 inVec, float3 rotation)
{
float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
float4 quaternion = normalize(MUL3(qx, qy, qz));
float4 conjugate = quaternion_conjugate(quaternion);
float4 inVecQ = quaternion_from_vector(inVec);
float3 rotated = (
MUL3(quaternion, inVecQ, conjugate)
).yzw;
return rotated;
}
float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
{
input.rgb *= (scale.xyz * scale.w);
input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
return input;
}
/*
MIT END
*/
float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
{
if (themeIndex == 0) return srcColor;
themeIndex -= 1;
if (themeIndex <= 3)
{
return poiMods.globalColorTheme[themeIndex];
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
return poiMods.globalColorTheme[themeIndex];
}
#endif
return srcColor;
}
float lilIsIn0to1(float f)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
}
float lilIsIn0to1(float f, float nv)
{
float value = 0.5 - abs(f - 0.5);
return saturate(value / clamp(fwidth(value), 0.0001, nv));
}
float poiEdgeLinearNoSaturate(float value, float border)
{
return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
}
float poiEdgeLinearNoSaturate(float value, float border, float blur)
{
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
}
float poiEdgeNonLinearNoSaturate(float value, float border)
{
//return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
float fwidthValue = fwidth(value);
return smoothstep(border - fwidthValue, border + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
{
float fwidthValue = fwidth(value);
float borderMin = saturate(border - blur * 0.5 - borderRange);
float borderMax = saturate(border + blur * 0.5);
return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
}
float poiEdgeNonLinear(float value, float border)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border));
}
float poiEdgeNonLinear(float value, float border, float blur)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
}
float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
}
float poiEdgeLinear(float value, float border)
{
return saturate(poiEdgeLinearNoSaturate(value, border));
}
float poiEdgeLinear(float value, float border, float blur)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur));
}
float poiEdgeLinear(float value, float border, float blur, float borderRange)
{
return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
}
// From https://github.com/lilxyzw/OpenLit/blob/main/Assets/OpenLit/core.hlsl
float3 OpenLitLinearToSRGB(float3 col)
{
return LinearToGammaSpace(col);
}
float3 OpenLitSRGBToLinear(float3 col)
{
return GammaToLinearSpace(col);
}
float OpenLitLuminance(float3 rgb)
{
#if defined(UNITY_COLORSPACE_GAMMA)
return dot(rgb, float3(0.22, 0.707, 0.071));
#else
return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
#endif
}
float OpenLitGray(float3 rgb)
{
return dot(rgb, float3(1.0/3.0, 1.0/3.0, 1.0/3.0));
}
void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
{
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 N = lightDirection * 0.666666;
float4 vB = N.xyzz * N.yzzx;
// L0 L2
float3 res = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
res.r += dot(unity_SHBr, vB);
res.g += dot(unity_SHBg, vB);
res.b += dot(unity_SHBb, vB);
res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
// L1
float3 l1;
l1.r = dot(unity_SHAr.rgb, N);
l1.g = dot(unity_SHAg.rgb, N);
l1.b = dot(unity_SHAb.rgb, N);
shMax = res + l1;
shMin = res - l1;
#if defined(UNITY_COLORSPACE_GAMMA)
shMax = OpenLitLinearToSRGB(shMax);
shMin = OpenLitLinearToSRGB(shMin);
#endif
#else
shMax = 0.0;
shMin = 0.0;
#endif
}
float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
{
float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
}
float3 OpenLitLightingDirectionForSH9()
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 lightDirectionForSH9 = sh9Dir + mainDir;
lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
return lightDirectionForSH9;
}
float3 OpenLitLightingDirection(float4 lightDirectionOverride)
{
float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
#else
float3 sh9Dir = 0;
float3 sh9DirAbs = 0;
#endif
float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
return normalize(sh9DirAbs + mainDir + customDir);
}
float3 OpenLitLightingDirection()
{
float4 customDir = float4(0.001,0.002,0.001,0.0);
return OpenLitLightingDirection(customDir);
}
inline float4 CalculateFrustumCorrection()
{
float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
}
inline float CorrectedLinearEyeDepth(float z, float B)
{
return 1.0 / (z / UNITY_MATRIX_P._34 + B);
}
//Silent's code
float2 sharpSample( float4 texelSize , float2 p )
{
p = p*texelSize.zw;
float2 c = max(0.0, fwidth(p));
p = floor(p) + saturate(frac(p) / c);
p = (p - 0.5)*texelSize.xy;
return p;
}
void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
{
float valBlended = saturate(customBlend(poiMods.globalMask[index], val, blendType));
switch (index)
{
case 0: poiMods.globalMask[0] = valBlended; break;
case 1: poiMods.globalMask[1] = valBlended; break;
case 2: poiMods.globalMask[2] = valBlended; break;
case 3: poiMods.globalMask[3] = valBlended; break;
case 4: poiMods.globalMask[4] = valBlended; break;
case 5: poiMods.globalMask[5] = valBlended; break;
case 6: poiMods.globalMask[6] = valBlended; break;
case 7: poiMods.globalMask[7] = valBlended; break;
case 8: poiMods.globalMask[8] = valBlended; break;
case 9: poiMods.globalMask[9] = valBlended; break;
case 10: poiMods.globalMask[10] = valBlended; break;
case 11: poiMods.globalMask[11] = valBlended; break;
case 12: poiMods.globalMask[12] = valBlended; break;
case 13: poiMods.globalMask[13] = valBlended; break;
case 14: poiMods.globalMask[14] = valBlended; break;
case 15: poiMods.globalMask[15] = valBlended; break;
}
}
void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
{
switch (index)
{
case 0: vec[0] = value; break;
case 1: vec[1] = value; break;
case 2: vec[2] = value; break;
case 3: vec[3] = value; break;
}
}
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
// Convenient mechanism to read from the AudioLink texture that handles reading off the end of one line and onto the next above it.
float4 AudioLinkDataMultiline(uint2 xycoord) { return AudioLinkData(uint2(xycoord.x % AUDIOLINK_WIDTH, xycoord.y + xycoord.x/AUDIOLINK_WIDTH)); }
// Mechanism to sample between two adjacent pixels and lerp between them, like "linear" supesampling
float4 AudioLinkLerp(float2 xy) { return lerp( AudioLinkData(xy), AudioLinkData(xy+int2(1,0)), frac( xy.x ) ); }
// Same as AudioLinkLerp but properly handles multiline reading.
float4 AudioLinkLerpMultiline(float2 xy) { return lerp(AudioLinkDataMultiline(xy), AudioLinkDataMultiline(xy+float2(1,0)), frac(xy.x)); }
//Tests to see if Audio Link texture is available
bool AudioLinkIsAvailable()
{
#if !defined(AUDIOLINK_STANDARD_INDEXING)
int width, height;
_AudioTexture.GetDimensions(width, height);
return width > 16;
#else
return _AudioTexture_TexelSize.z > 16;
#endif
}
//Get version of audiolink present in the world, 0 if no audiolink is present
float AudioLinkGetVersion()
{
int2 dims;
#if !defined(AUDIOLINK_STANDARD_INDEXING)
_AudioTexture.GetDimensions(dims.x, dims.y);
#else
dims = _AudioTexture_TexelSize.zw;
#endif
if (dims.x >= 128)
return AudioLinkData(ALPASS_GENERALVU).x;
else if (dims.x > 16)
return 1;
else
return 0;
}
// This pulls data from this texture.
#define AudioLinkGetSelfPixelData(xy) _SelfTexture2D[xy]
// Extra utility functions for time.
uint AudioLinkDecodeDataAsUInt(uint2 indexloc)
{
uint4 rpx = AudioLinkData(indexloc);
return rpx.r + rpx.g*1024 + rpx.b * 1048576 + rpx.a * 1073741824;
}
//Note: This will truncate time to every 134,217.728 seconds (~1.5 days of an instance being up) to prevent floating point aliasing.
// if your code will alias sooner, you will need to use a different function. It should be safe to use this on all times.
float AudioLinkDecodeDataAsSeconds(uint2 indexloc)
{
uint time = AudioLinkDecodeDataAsUInt(indexloc) & 0x7ffffff;
//Can't just divide by float. Bug in Unity's HLSL compiler.
return float(time / 1000) + float( time % 1000 ) / 1000.;
}
#define ALDecodeDataAsSeconds( x ) AudioLinkDecodeDataAsSeconds( x )
#define ALDecodeDataAsUInt( x ) AudioLinkDecodeDataAsUInt( x )
float AudioLinkRemap(float t, float a, float b, float u, float v) { return ((t-a) / (b-a)) * (v-u) + u; }
float3 AudioLinkHSVtoRGB(float3 HSV)
{
float3 RGB = 0;
float C = HSV.z * HSV.y;
float H = HSV.x * 6;
float X = C * (1 - abs(fmod(H, 2) - 1));
if (HSV.y != 0)
{
float I = floor(H);
if (I == 0) { RGB = float3(C, X, 0); }
else if (I == 1) { RGB = float3(X, C, 0); }
else if (I == 2) { RGB = float3(0, C, X); }
else if (I == 3) { RGB = float3(0, X, C); }
else if (I == 4) { RGB = float3(X, 0, C); }
else { RGB = float3(C, 0, X); }
}
float M = HSV.z - C;
return RGB + M;
}
float3 AudioLinkCCtoRGB(float bin, float intensity, int rootNote)
{
float note = bin / AUDIOLINK_EXPBINS;
float hue = 0.0;
note *= 12.0;
note = glsl_mod(4. - note + rootNote, 12.0);
{
if(note < 4.0)
{
//Needs to be YELLOW->RED
hue = (note) / 24.0;
}
else if(note < 8.0)
{
// [4] [8]
//Needs to be RED->BLUE
hue = (note-2.0) / 12.0;
}
else
{
// [8] [12]
//Needs to be BLUE->YELLOW
hue = (note - 4.0) / 8.0;
}
}
float val = intensity - 0.1;
return AudioLinkHSVtoRGB(float3(fmod(hue, 1.0), 1.0, clamp(val, 0.0, 1.0)));
}
// Sample the amplitude of a given frequency in the DFT, supports frequencies in [13.75; 14080].
float4 AudioLinkGetAmplitudeAtFrequency(float hertz)
{
float note = AUDIOLINK_EXPBINS * log2(hertz / AUDIOLINK_BOTTOM_FREQUENCY);
return AudioLinkLerpMultiline(ALPASS_DFT + float2(note, 0));
}
// Sample the amplitude of a given semitone in an octave. Octave is in [0; 9] while note is [0; 11].
float AudioLinkGetAmplitudeAtNote(float octave, float note)
{
float quarter = note * 2.0;
return AudioLinkLerpMultiline(ALPASS_DFT + float2(octave * AUDIOLINK_EXPBINS + quarter, 0));
}
// Get a reasonable drop-in replacement time value for _Time.y with the
// given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTime(uint index, uint band)
{
return (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(index, band))) / 100000.0;
}
// Get a chronotensity value in the interval [0; 1], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeNormalized(uint index, uint band, float speed)
{
return frac(AudioLinkGetChronoTime(index, band) * speed);
}
// Get a chronotensity value in the interval [0; interval], modulated by the speed input,
// with the given chronotensity index [0; 7] and AudioLink band [0; 3].
float AudioLinkGetChronoTimeInterval(uint index, uint band, float speed, float interval)
{
return AudioLinkGetChronoTimeNormalized(index, band, speed) * interval;
}
float getBandAtTime(float band, float time, float size = 1.0f)
{
//return remap(UNITY_SAMPLE_TEX2D(_AudioTexture, float2(time * width, band/128.0)).r, min(size,.9999), 1);
return remapClamped(min(size,.9999), 1, AudioLinkData(ALPASS_AUDIOBASS + uint2(time * AUDIOLINK_WIDTH,band)).r);
}
fixed3 maximize(fixed3 c) {
if (c.x == 0 && c.y == 0 && c.z == 0)
return fixed3(1.0, 1.0, 1.0);
else
return c / max(c.r, max(c.g, c.b));
}
bool LumaIsAvailable()
{
return LumaData(0.629, 0.511).r > 0.9;
}
float3 getLumaGradient(uint index, float offset) {
return LumaData(0.57 + (index * 0.11) + lerp(0, 0.107, offset), 0.493);
}
void initPoiAudioLink(inout PoiMods poiMods)
{
if (!_AudioLinkAnimToggle) return;
if (AudioLinkIsAvailable())
{
poiMods.audioLinkAvailable = true;
poiMods.audioLinkVersion = AudioLinkGetVersion();
poiMods.audioLink.x = AudioLinkData(ALPASS_AUDIOBASS).r;
poiMods.audioLink.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
poiMods.audioLink.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
poiMods.audioLink.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
/*
poiMods.globalColorTheme[4] = AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) );
poiMods.globalColorTheme[5] = AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) );
poiMods.globalColorTheme[6] = AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) );
poiMods.globalColorTheme[7] = AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) );
poiMods.globalColorTheme[4] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 0, 0 ) )),1.0);
poiMods.globalColorTheme[5] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 1, 0 ) )),1.0);
poiMods.globalColorTheme[6] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 2, 0 ) )),1.0);
poiMods.globalColorTheme[7] = float4(maximize(AudioLinkData( ALPASS_CCCOLORS + uint2( 3, 0 ) )),1.0);
*/
poiMods.globalColorTheme[4] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(2, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[5] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(3, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[6] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(4, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[7] = float4(AudioLinkCCtoRGB(glsl_mod(AudioLinkData(ALPASS_CCINTERNAL + uint2(5, 0)).x, AUDIOLINK_EXPBINS), 1, AUDIOLINK_ROOTNOTE), 1.0);
poiMods.globalColorTheme[8] = AudioLinkData(ALPASS_THEME_COLOR0);
poiMods.globalColorTheme[9] = AudioLinkData(ALPASS_THEME_COLOR1);
poiMods.globalColorTheme[10] = AudioLinkData(ALPASS_THEME_COLOR2);
poiMods.globalColorTheme[11] = AudioLinkData(ALPASS_THEME_COLOR3);
return;
}
if (LumaIsAvailable())
{
// Gradients:
// 0.570 - 0.677, 0.493
// 0.680 - 0.788, 0.493
// 0.791 - 0.898, 0.493
float4 audioPixel = LumaData(0.578, 0.515);
float audioLows = audioPixel.r;
float audioHighs = audioPixel.g;
float4 zone1 = LumaData(0.856, 0.522);
float4 zone2 = LumaData(0.856, 0.507);
float4 zone3 = LumaData(0.864, 0.522);
float4 zone4 = LumaData(0.864, 0.507);
// float4 lumaEnabledPixel = LumaData(0.629, 0.511);
// float fakeLight = (lumaEnabledPixel.g > 0) ? 1 : (1 - lumaEnabledPixel.r);
poiMods.audioLinkAvailable = true;
poiMods.audioLinkViaLuma = true;
poiMods.audioLink.xy = audioLows;
poiMods.audioLink.zw = audioHighs;
poiMods.globalColorTheme[8] = zone1;
poiMods.globalColorTheme[9] = zone2;
poiMods.globalColorTheme[10] = zone3;
poiMods.globalColorTheme[11] = zone4;
}
}
void DebugVisualizer(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods){
if (_DebugWaveform){
float waveform = AudioLinkLerpMultiline(ALPASS_WAVEFORM + float2( 500. * poiMesh.uv[0].x, 0)).r;
poiFragData.emission += clamp(1 - 50 * abs(waveform - poiMesh.uv[0].y * 2. + 1), 0, 1);
}
if (_DebugDFT){
poiFragData.emission += AudioLinkLerpMultiline(ALPASS_DFT + uint2(poiMesh.uv[0].x * AUDIOLINK_ETOTALBINS, 0)).rrr;
}
if (_DebugBass){
poiFragData.emission += poiMods.audioLink.x;
}
if (_DebugLowMids){
poiFragData.emission += poiMods.audioLink.y;
}
if (_DebugHighMids){
poiFragData.emission += poiMods.audioLink.z;
}
if (_DebugTreble){
poiFragData.emission += poiMods.audioLink.w;
}
if (_DebugCCColors){
poiFragData.emission += AudioLinkData(ALPASS_CCCOLORS + uint2(3 + 1, 0));
}
if (_DebugCCStrip){
poiFragData.emission += AudioLinkLerp(ALPASS_CCSTRIP + float2(poiMesh.uv[0].x * AUDIOLINK_WIDTH, 0));
}
if (_DebugCCLights){
poiFragData.emission += AudioLinkData(ALPASS_CCLIGHTS + uint2(uint(poiMesh.uv[0].x * 8) + uint(poiMesh.uv[0].y * 16) * 8, 0));
}
if (_DebugAutocorrelator){
poiFragData.emission += saturate(AudioLinkLerp(ALPASS_AUTOCORRELATOR + float2((abs(1. - poiMesh.uv[0].x * 2.)) * AUDIOLINK_WIDTH, 0)).rrr);
}
if (_DebugChronotensity){
poiFragData.emission += (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(1, 0)) % 1000000) / 1000000.0;
}
}
void SetupAudioLink(inout PoiFragData poiFragData, inout PoiMods poiMods, in PoiMesh poiMesh){
initPoiAudioLink(poiMods);
DebugVisualizer(poiFragData, poiMesh, poiMods);
if(_AudioLinkCCStripY)
{
poiFragData.emission += AudioLinkLerp( ALPASS_CCSTRIP + float2( poiMesh.uv[0].y * AUDIOLINK_WIDTH, 0 ) ).rgb * .5;
}
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
//https://forum.unity.com/threads/point-light-in-v-f-shader.499717/ UGA BUGA, Unity Forums pogggggggg
float LightRange(int i) {
return (0.005 * sqrt(1000000.0 - unity_4LightAtten0[i])) / sqrt(unity_4LightAtten0[i]);
}
float4 GetLightPositionInObjectSpace(int i) {
return mul(unity_WorldToObject, float4(unity_4LightPosX0[i], unity_4LightPosY0[i], unity_4LightPosZ0[i], 1));
}
uint4 f32touint8(float4 input)
{
input.r = LinearToGammaSpaceExact(input.r);
input.g = LinearToGammaSpaceExact(input.g);
input.b = LinearToGammaSpaceExact(input.b);
return round(input * 255);
}
float decodeFloatFromARGB8(float4 rgba)
{
uint4 u = f32touint8(rgba);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
float decodeFloatFromARGB8File(float4 rgba)
{
uint4 u = round(rgba * 255);
return asfloat(u.x + (u.y << 8) + (u.z << 16) + (u.w << 24));
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SampleGrabpass(tex,uv) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(uv.xy, 0), 0)
#elif UNITY_SINGLE_PASS_STEREO
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.x * 0.5, uv.y,0,0))
#else
#define SampleGrabpass(tex,uv) tex2Dlod(tex, float4(uv.xy,0,0))
#endif
#define IsLightOrificeType(range,type) (abs(range - type) < 0.001)
#define IsLightAnyOrificeType(range) ((IsLightOrificeType(range,ID_RING)) || (IsLightOrificeType(range,ID_HOLE)))
#define VectorLengthIntoDirection(v,d) dot(v,d)
float FindTPSSystem(inout float3 orificePosition, inout float3 orificeNormal, inout float penetratorType, float penetratorLength) {
//find lights
float lightRanges[4];
float3 lightPositions[4];
float3 lightPositionsWorld[4];
[loop] for (int f = 0; f < 4; f++) {
lightPositions[f] = GetLightPositionInObjectSpace(f);
lightPositionsWorld[f] = length(mul(unity_ObjectToWorld, float4(lightPositions[f], 1)));
lightRanges[f] = LightRange(f);
}
//orifice hole + type
float closestOrfDist = 100000000;
[loop]for (int i = 0; i < 4; i++) {
if (abs(lightRanges[i] - ID_RING) < 0.001 || abs(lightRanges[i] - ID_HOLE) < 0.001) {
//Ceck if orifice light is in forward direction
if (dot(_TPS_PenetratorForward, lightPositions[i]) > 0) {
//Check if normal exisits
float3 foundNormal = -_TPS_PenetratorForward;
bool hasNormal = false;
[loop] for (int n = 0; n < 4; n++) {
//orifice normal
if (IsLightOrificeType(lightRanges[n], ID_NORM) && distance(lightPositionsWorld[n] , lightPositionsWorld[i]) < 0.05f) {
foundNormal = normalize(lightPositions[n] - lightPositions[i]);
hasNormal = true;
}
}
//if normal right direction and is cloest orifice
if (dot(foundNormal, _TPS_PenetratorForward) < 0 && length(lightPositions[i]) < closestOrfDist) {
closestOrfDist = length(lightPositions[i]);
orificePosition = lightPositions[i];
penetratorType = abs(lightRanges[i] - ID_HOLE) < 0.001 ? PENETRATORTYPE_HOLE : PENETRATORTYPE_RING;
orificeNormal = (float3)0 * (1 - hasNormal) + foundNormal * hasNormal;
}
}
}
}
//Guess normal of normal not existing
if (length(orificeNormal) == 0) {
orificeNormal = lerp(normalize(-orificePosition), -_TPS_PenetratorForward, max(dot(normalize(orificePosition), _TPS_PenetratorForward), 0.5));
}
#ifdef TPS_IsSkinnedMesh
return (closestOrfDist) < ((_TPS_SmoothStart+1) * penetratorLength);
#else
return (closestOrfDist) < (min(_TPS_SmoothStart+1,1.5) * penetratorLength);
#endif
}
//https://vicrucann.github.io/tutorials/bezier-shader/
float3 toBezier(float t, float3 P0, float3 P1, float3 P2, float3 P3)
{
float t2 = t * t;
float one_minus_t = 1.0 - t;
float one_minus_t2 = one_minus_t * one_minus_t;
return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
}
void ApplyTPSPenetrator(inout float4 vertex, inout float3 normal, inout float4 vertexColor, uint vertexId, float2 uv) {
float orificeType = (float3)0;
float3 orificePosition = (float3)0;
float3 orificeNormal = (float3)0;
// SMR Scale. Might be something to look into in the future, although fucked normals or different scaling into axis would mess with this
// scale = length(normal);
// Adjust pen length for scaled non skinned renderers
float penetratorLength = _TPS_PenetratorLength;
#ifndef TPS_IsSkinnedMesh
/*float3 scale = float3(
length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis
length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), // scale y axis
length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)) // scale z axis
);*/
// Mesh Renderers arent getting skinned => verticies are still in object space => _TPS_PenetratorLength needs to be scaled to object space
penetratorLength = _TPS_PenetratorLength / abs(VectorLengthIntoDirection(_TPS_PenetratorScale, _TPS_PenetratorForward));
#endif
//Idle shrinkage
float2 shrinkage = float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength);
//Idle Position
//Fix idle gravity
float3 targetPosition = _TPS_PenetratorForward * penetratorLength;
float3 targetNormal = -_TPS_PenetratorForward;
//Default values
float tpsSmoothStart = 0;
float tpsSmoothStart2 = 0;
float bezierSmoothness = _TPS_BezierSmoothness * penetratorLength;
float penetrationDepth = 0;
//Find tps system, calculate values
[branch] if (FindTPSSystem(orificePosition, orificeNormal, orificeType, penetratorLength) )
{
#ifdef TPS_IsSkinnedMesh
float smoothStartStart = _TPS_SmoothStart;
#else
float smoothStartStart = min(_TPS_SmoothStart,0.5);
#endif
tpsSmoothStart = saturate((penetratorLength * (1+smoothStartStart) - length(orificePosition)) / (penetratorLength * smoothStartStart));
tpsSmoothStart2 = saturate((penetratorLength - length(orificePosition)) / penetratorLength * 10);
float3 orifceTargetPos = normalize(orificePosition) * min(penetratorLength,length(orificePosition));
targetPosition = lerp(targetPosition, orifceTargetPos, tpsSmoothStart);
targetNormal = lerp(targetNormal, orificeNormal, tpsSmoothStart);
penetrationDepth = 1 - saturate(length(orificePosition) / penetratorLength);
//smoothness goes to 0 when close to oriface to prevent weird batching
bezierSmoothness = lerp(bezierSmoothness, 0, penetrationDepth);
shrinkage = lerp(float2(_TPS_IdleSkrinkWidth, _TPS_IdleSkrinkLength), float2(1, 1), saturate(tpsSmoothStart * 2));
}
//Vertex for skinned penetrators is read from texture
float3 penetratorVertex = vertex;
float3 penetratorNormal = normal;
#ifdef TPS_IsSkinnedMesh
//_TPS_BakedMesh =
int uvY = (vertexId * 6) / 8190.0;
int baseX = (vertexId * 6) % 8190;
penetratorVertex.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 0, uvY, 0)));
penetratorVertex.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 1, uvY, 0)));
penetratorVertex.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 2, uvY, 0)));
penetratorNormal.x = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 3, uvY, 0)));
penetratorNormal.y = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 4, uvY, 0)));
penetratorNormal.z = decodeFloatFromARGB8File(_TPS_BakedMesh.Load(int3(baseX + 5, uvY, 0)));
penetratorVertex = penetratorVertex * _TPS_PenetratorScale;
#endif
float penZ = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorForward);
vertexColor.a = penZ / penetratorLength;
float3 bezier0 = _TPS_PenetratorForward * _TPS_BezierStart;
float3 bezier0Out = bezier0 + _TPS_PenetratorForward * bezierSmoothness;
float3 bezier1 = targetPosition;
float3 bezier1In = bezier1 + targetNormal * bezierSmoothness;
float bezierStrengthUncapped = ((penZ - _TPS_BezierStart) / distance(bezier0, bezier1));
float bezierStrength = saturate(bezierStrengthUncapped);
//Bezier curve, calculate two points, calculate forward, right, up vectors
float3 bezierPoint = toBezier(bezierStrength, bezier0, bezier0Out, bezier1In, bezier1);
float3 bezierPoint2 = toBezier(bezierStrength + 0.01f, bezier0, bezier0Out, bezier1In, bezier1);
if (orificeType == PENETRATORTYPE_RING && bezierStrength == 1 && tpsSmoothStart == 1) {
bezierPoint = orificePosition + (penZ - _TPS_BezierStart - length(orificePosition.xyz)) * -orificeNormal;
bezierPoint2 = bezierPoint - orificeNormal;
}
float3 penDirectionRight = normalize(cross(_TPS_PenetratorUp, normalize(bezier1 - bezier0)));
float3 penDirectionUp = normalize(cross(normalize(bezier1 - bezier0), penDirectionRight));
float3 bezierForward = normalize(bezierPoint2 - bezierPoint);
float3 bezierRight = normalize(cross(penDirectionUp, bezierForward));
float3 bezierUp = normalize(cross(bezierForward, bezierRight));
//Mask for skinned mesh renderer
#ifdef TPS_IsSkinnedMesh
if(length(penetratorNormal) == 0){
bezierStrength = 0;
vertexColor.a = 0;
}
#else
float4 mask = tex2Dlod(_TPS_BakedMesh, float4(uv.xy, 0, 0));
bezierStrength *= mask.r;
vertexColor.a *= mask.r;
#endif
if(_TPS_AnimatedToggle == 0){
bezierStrength = 0;
}
//calculate new position and normal
if (bezierStrength > 0) {
//pumping
float sizeChange = 1;
if (_TPS_PumpingStrength > 0) {
sizeChange *= lerp(1 - _TPS_PumpingStrength * tpsSmoothStart2, 1 + _TPS_PumpingStrength * tpsSmoothStart2, abs(sin(_Time.y * -_TPS_PumpingSpeed + bezierStrengthUncapped / _TPS_PumpingWidth)));
}
//buldging + squeezing
float buldgeLerp = 0;
if (bezierStrength < 1 - _TPS_BuldgeFalloffDistance)
buldgeLerp = saturate((bezierStrength - 1 + _TPS_BuldgeDistance + _TPS_BuldgeFalloffDistance) / _TPS_BuldgeDistance);
else
buldgeLerp = saturate((-bezierStrength + 1) / _TPS_BuldgeFalloffDistance);
//Squeezing while outside oriface makes penetrator looks weirly streched
float squeeze = lerp(0, _TPS_Squeeze, saturate(penetrationDepth * 20));
sizeChange *= lerp(1, 1 - squeeze, saturate(1 - abs(bezierStrengthUncapped - 1) / _TPS_SqueezeDistance) * tpsSmoothStart);
sizeChange *= lerp(1, 1 + _TPS_Buldge, buldgeLerp * tpsSmoothStart2);
//Calc idle shrinkage
shrinkage = lerp(1, shrinkage, saturate((penZ - _TPS_BezierStart) * 20));
//Apply vertex + normal
float x = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorRight);
float y = VectorLengthIntoDirection(penetratorVertex, _TPS_PenetratorUp);
float3 normalX = VectorLengthIntoDirection(normal, _TPS_PenetratorRight);
float3 normalY = VectorLengthIntoDirection(normal, _TPS_PenetratorUp);
float3 normalZ = VectorLengthIntoDirection(normal, _TPS_PenetratorForward);
//TODO This is technically not correct for skinned meshes. Might want to revisit idle stuff in the future
float3 vertexZ = _TPS_PenetratorForward * VectorLengthIntoDirection(vertex, _TPS_PenetratorForward);
float3 vertexXY = vertex.xyz - vertexZ;
vertex.xyz = shrinkage.y * vertexZ + shrinkage.x * vertexXY;
vertex.xyz = lerp(vertex.xyz, bezierPoint + x * bezierRight * sizeChange + y * bezierUp * sizeChange, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
normal.xyz = lerp(normal.xyz, normalX * bezierRight + normalY * bezierUp + normalZ * bezierForward, tpsSmoothStart); //for dynamic bones, lerp between original and skinned vertecies
}
}
float TPSBufferedDepth(float3 vertex, float4 vertexColor) {
return saturate((vertexColor.a - (1 - _TPS_BufferedDepth)) * 10) * _TPS_BufferedStrength;
}
#endif
//endex
VertexOut vert(
#ifndef POI_TESSELLATED
appdata v
#else
tessAppData v
#endif
)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOut o;
PoiInitStruct(VertexOut, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#ifdef POI_TESSELLATED
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
#endif
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
UNITY_BRANCH
if(_UDIMDiscardMode == 0) // Discard Vertices instead of just pixels
{
// Branchless (inspired by s-ilent)
float2 udim = 0;
// Select UV
udim += (v.uv0.xy * (_UDIMDiscardUV == 0));
udim += (v.uv1.xy * (_UDIMDiscardUV == 1));
udim += (v.uv2.xy * (_UDIMDiscardUV == 2));
udim += (v.uv3.xy * (_UDIMDiscardUV == 3));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscarded) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _VertexManipulationsEnabled==0
#ifdef AUTO_EXPOSURE
float4 audioLinkBands = 0;
float3 ALrotation = 0;
float3 ALLocalTranslation = 0;
float3 CTALRotation = 0;
float3 ALScale = 0;
float3 ALWorldTranslation = 0;
float ALHeight = 0;
float ALRoundingAmount = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexAudioLinkEnabled)
{
audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
if (any(_VertexLocalTranslationALMin) || any(_VertexLocalTranslationALMax))
{
ALLocalTranslation = lerp(_VertexLocalTranslationALMin, _VertexLocalTranslationALMax, audioLinkBands[_VertexLocalTranslationALBand]);
}
if (any(_VertexLocalRotationAL))
{
ALrotation = audioLinkBands[_VertexLocalRotationALBand] * _VertexLocalRotationAL;
}
if (any(_VertexLocalRotationCTALSpeed))
{
CTALRotation.x = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeX, _VertexLocalRotationCTALBandX) * _VertexLocalRotationCTALSpeed.x * 360;
CTALRotation.y = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeY, _VertexLocalRotationCTALBandY) * _VertexLocalRotationCTALSpeed.y * 360;
CTALRotation.z = AudioLinkGetChronoTime(_VertexLocalRotationCTALTypeZ, _VertexLocalRotationCTALBandZ) * _VertexLocalRotationCTALSpeed.z * 360;
}
if (any(_VertexLocalScaleALMin) || any(_VertexLocalScaleALMax))
{
ALScale = lerp(_VertexLocalScaleALMin.xyz + _VertexLocalScaleALMin.w, _VertexLocalScaleALMax.xyz + _VertexLocalScaleALMax.w, audioLinkBands[_VertexLocalScaleALBand]);
}
if (any(_VertexWorldTranslationALMin) || any(_VertexWorldTranslationALMax))
{
ALWorldTranslation = lerp(_VertexWorldTranslationALMin, _VertexWorldTranslationALMax, audioLinkBands[_VertexWorldTranslationALBand]);
}
if (any(_VertexManipulationHeightAL))
{
ALHeight = lerp(_VertexManipulationHeightAL.x, _VertexManipulationHeightAL.y, audioLinkBands[_VertexManipulationHeightBand]);
}
if (any(_VertexRoundingRangeAL))
{
ALRoundingAmount = lerp(_VertexRoundingRangeAL.x, _VertexRoundingRangeAL.y, audioLinkBands[_VertexRoundingRangeBand]);
}
}
#endif
// Local Transformation
float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + _VertexManipulationLocalRotationSpeed * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0), rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
o.normal = UnityObjectToWorldNormal(v.normal);
#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, _VertexManipulationHeightMaskUV), _VertexManipulationHeightMask_ST) + _VertexManipulationHeightMaskPan * _Time.x, 0, 0))[_VertexManipulationHeightMaskChannel] - _VertexManipulationHeightBias) * (_VertexManipulationHeight + ALHeight) * o.normal;
#else
float3 heightOffset = (_VertexManipulationHeight + ALHeight) * o.normal;
#endif
if (_VertexBarrelMode)
{
v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * _VertexBarrelWidth + v.vertex.xz * _VertexBarrelHeight, _VertexBarrelAlpha);
}
v.vertex.xyz += mul(unity_WorldToObject, _VertexManipulationWorldTranslation.xyz + ALWorldTranslation + heightOffset).xyz;
// rounding
UNITY_BRANCH
if (_VertexRoundingEnabled)
{
float divisionAmount = max(_VertexRoundingDivision + ALRoundingAmount, 0.0000001);
float3 vertexPos = v.vertex.xyz;
if (_VertexRoundingSpace == 0)
{
vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
}
float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
v.vertex.xyz = worldRoundPosition;
if (_VertexRoundingSpace == 0)
{
v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
}
}
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
UNITY_BRANCH
if(_UVTileDissolveEnabled && _UVTileDissolveDiscardAtMax)
{
// Branchless (inspired by s-ilent)
float2 dissolveUdim = 0;
// Select UV
dissolveUdim += (v.uv0.xy * (_UVTileDissolveUV == 0));
dissolveUdim += (v.uv1.xy * (_UVTileDissolveUV == 1));
dissolveUdim += (v.uv2.xy * (_UVTileDissolveUV == 2));
dissolveUdim += (v.uv3.xy * (_UVTileDissolveUV == 3));
float isDiscardedFromDissolve = 0;
float4 xMaskDissolve = float4( (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0==1, _UVTileDissolveAlpha_Row0_1==1, _UVTileDissolveAlpha_Row0_2==1, _UVTileDissolveAlpha_Row0_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0==1, _UVTileDissolveAlpha_Row1_1==1, _UVTileDissolveAlpha_Row1_2==1, _UVTileDissolveAlpha_Row1_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0==1, _UVTileDissolveAlpha_Row2_1==1, _UVTileDissolveAlpha_Row2_2==1, _UVTileDissolveAlpha_Row2_3==1), xMaskDissolve);
isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0==1, _UVTileDissolveAlpha_Row3_1==1, _UVTileDissolveAlpha_Row3_2==1, _UVTileDissolveAlpha_Row3_3==1), xMaskDissolve);
isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
if(isDiscardedFromDissolve) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
float notVisible = 0;
if (_VisibilityMode == 1) // VRC
{
float mirrorMode = VRCMirrorMode();
float cameraMode = VRCCameraMode();
notVisible += (!_VisibilityVRCRegular && ((mirrorMode == 0) && (cameraMode == 0)));
notVisible += (!_VisibilityVRCMirrorVR && (mirrorMode == 1));
notVisible += (!_VisibilityVRCMirrorDesktop && (mirrorMode == 2));
notVisible += (!_VisibilityVRCCameraVR && (cameraMode == 1));
notVisible += (!_VisibilityVRCCameraDesktop && (cameraMode == 2));
notVisible += (!_VisibilityVRCCameraScreenshot && (cameraMode == 3));
}
else if (_Mirror != 0) // Generic (CVR, etc)
{
notVisible += (_Mirror == 1) ^ IsInMirror();
}
if(notVisible) // Early Return skips rest of vertex shader
{
return (VertexOut)POI_NAN;
}
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
ApplyTPSPenetrator(v.vertex, v.normal, v.color, v.vertexId, v.uv0);
#endif
//endex
o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
o.objNormal = v.normal;
o.normal = UnityObjectToWorldNormal(v.normal);
o.tangent = UnityObjectToWorldDir(v.tangent);
o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
o.vertexColor = v.color;
o.uv[0] = v.uv0;
o.uv[1] = v.uv1;
o.uv[2] = v.uv2;
o.uv[3] = v.uv3;
#if defined(LIGHTMAP_ON)
o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.localPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
float3 localOffset = float3(0, 0, 0);
float3 worldOffset = float3(0, 0, 0);
//ifex _VertexGlitchingEnabled==0
#if defined(POI_VERTEX_GLITCHING)
bool canGlitch = true;
if (_VertexGlitchMirrorEnable && _VertexGlitchMirror > 0)
{
bool inMirror = IsInMirror();
if (_VertexGlitchMirror == 1 && !inMirror) canGlitch = false;
if (_VertexGlitchMirror == 2 && inMirror) canGlitch = false;
}
if (canGlitch)
{
float3 forward = getCameraPosition() - mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
forward.y = 0;
forward = normalize(forward);
float3 glitchDirection = normalize(cross(float3(0, 1, 0), forward));
float glitchAmount = 0;
#if defined(POI_VERTEX_GLITCHING_TEXTURE)
// if(_VertexGlitchingUseTexture)
// {
float uvl = o.worldPos.y * _VertexGlitchDensity + _Time.x * _VertexGlitchMapPanSpeed;
float uvr = o.worldPos.y * _VertexGlitchDensity - _Time.x * _VertexGlitchMapPanSpeed;
float3 glitchTextureL = 1;
float3 glitchTextureR = 1;
#if defined(POI_VERTEX_GLITCHING_TEXTURE) || !defined(OPTIMIZER_ENABLED)
glitchTextureL = tex2Dlod(_VertexGlitchMap, float4(uvl, uvl, 0, 0)).rgb;
glitchTextureR = tex2Dlod(_VertexGlitchMap, float4(uvr, uvr, 0, 0)).rgb;
#endif
glitchAmount += (glitchTextureL.r - 0.5) * 2;
glitchAmount += - (glitchTextureR.r - 0.5) * 2;
glitchAmount += (glitchTextureL.g - 0.5) * 2;
glitchAmount += - (glitchTextureR.b - 0.5) * 2;
// } else {
#else
glitchAmount += frac(sin(dot(_Time.xy + o.worldPos.y, float2(12.9898, 78.233))) * 43758.5453123) * 2 - 1;
// }
#endif
float time = _Time.y * _VertexGlitchFrequency;
float randomGlitch = (sin(time) + sin(2.2 * time + 5.52) + sin(2.9 * time + 0.93) + sin(4.6 * time + 8.94)) / 4;
float3 glitchOffset = 0;
#ifdef POI_AUDIOLINK
if (AudioLinkIsAvailable() && _VertexGlitchingAudioLinkEnabled)
{
// float4 audioLinkData = AudioLinkData(ALPASS_AUDIOBASS);
float audioIntensity =
AudioLinkData(ALPASS_AUDIOBASS).r * (_VertexGlitchingAudioLinkBand == 0) +
AudioLinkData(ALPASS_AUDIOLOWMIDS).r * (_VertexGlitchingAudioLinkBand == 1) +
AudioLinkData(ALPASS_AUDIOHIGHMIDS).r * (_VertexGlitchingAudioLinkBand == 2) +
AudioLinkData(ALPASS_AUDIOTREBLE).r * (_VertexGlitchingAudioLinkBand == 3) +
AudioLinkData(ALPASS_FILTEREDVU_INTENSITY).r * (_VertexGlitchingAudioLinkBand == 4);
if(_VertexGlitchingAudiolinkOverride)
{
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
// glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
glitchOffset += glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * audioIntensity;
}
} else {
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
}
#else
glitchOffset = glitchAmount * glitchDirection * (_VertexGlitchStrength * .01) * step(_VertexGlitchThreshold, randomGlitch);
#endif
localOffset += glitchOffset;
worldOffset += mul(unity_ObjectToWorld, glitchOffset);
}
#endif
//endex
#ifdef POI_PASS_OUTLINE
float outlineMask = tex2Dlod(_OutlineMask, float4(poiUV(vertexUV(v, _OutlineMaskUV), _OutlineMask_ST) + _Time.x * _OutlineMaskPan, 0, 0))[_OutlineMaskChannel];
//UNITY_BRANCH
if (_OutlineVertexColorMask > 0)
{
outlineMask *= lerp(1, v.color[_OutlineVertexColorMask - 1], _OutlineVertexColorMaskStrength);
}
float3 outlineNormal = _OutlineSpace ? o.normal : v.normal;
//UNITY_BRANCH
if (_OutlineUseVertexColorNormals)
{
float3 outlineTangent;
float3 outlineBinormal;
if (_OutlineSpace) // 0 Local, 1 World
{
outlineTangent = o.tangent;
outlineBinormal = o.binormal;
}
else
{
outlineTangent = v.tangent.xyz;
outlineBinormal = normalize(cross(outlineNormal, outlineTangent)) * (v.tangent.w * length(outlineNormal));
}
float3 outlineVectorTS = v.color.rgb * 2.0 - 1.0;
outlineNormal = outlineVectorTS.x * outlineTangent + outlineVectorTS.y * outlineBinormal + outlineVectorTS.z * outlineNormal;
}
half offsetMultiplier = 1;
half distanceOffset = 1;
//UNITY_BRANCH
if (_OutlineFixedSize)
{
distanceOffset *= min(distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, o.localPos).xyz), _OutlinesMaxDistance);
}
float lineWidth = _LineWidth;
#ifdef POI_AUDIOLINK
// Due to PoiMods.audioLink being frag only I'll just
// recreate what it does here for this vertex function
//UNITY_BRANCH
if (_AudioLinkAnimToggle)
{
if (LumaIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, LumaData(0.578, 0.515)[_AudioLinkOutlineSizeBand / 2]);
}
else if (AudioLinkIsAvailable())
{
lineWidth += lerp(_AudioLinkOutlineSize.x, _AudioLinkOutlineSize.y, AudioLinkData(uint2(0, _AudioLinkOutlineSizeBand)));
}
}
#endif
float3 offset = outlineNormal * (lineWidth * _EnableOutlines / 100) * outlineMask * distanceOffset;
//UNITY_BRANCH
if (_OutlineExpansionMode == 2)
{
float3 lightDirection = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
offsetMultiplier = saturate(dot(lightDirection, outlineNormal));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, outlineNormal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if (_OutlineExpansionMode == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
offset *= distanceOffset;
}
if (_OutlineSpace == 0)
{
localOffset += offset;
worldOffset += mul(unity_ObjectToWorld, offset);
}
else
{
localOffset += mul(unity_WorldToObject, offset);
worldOffset += offset;
}
#endif
o.localPos.rgb += localOffset;
o.worldPos.rgb += worldOffset;
//ifex _EnableDepthBulge==0
#if defined(POI_DEPTHBULGE) && (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
applyDepthBulgeFX(o);
#endif
//endex
o.pos = UnityObjectToClipPos(o.localPos);
#ifdef POI_PASS_OUTLINE
#if defined(UNITY_REVERSED_Z)
//DX
o.pos.z += _Offset_Z * - 0.01;
#else
//OpenGL
o.pos.z += _Offset_Z * 0.01;
#endif
#endif
o.grabPos = ComputeGrabScreenPos(o.pos);
#ifndef FORWARD_META_PASS
#if !defined(UNITY_PASS_SHADOWCASTER)
UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
#else
v.vertex.xyz = o.localPos.xyz;
TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
#endif
#endif
UNITY_TRANSFER_FOG(o, o.pos);
if (_RenderingReduceClipDistance)
{
if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
{
o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
}
}
#ifdef POI_PASS_META
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
#endif
#if defined(GRAIN)
float4 worldDirection;
worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
o.worldDirection = worldDirection;
#endif
return o;
}
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#if defined(_STOCHASTICMODE_HEXTILE)
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
#ifndef POI2D_SAMPLER_STOCHASTIC
#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
#endif
#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
#endif
#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
#endif
// When using, properties won't properly lock at optimize time; needs macro evaluation implemented
// #define POI2D_SAMPLER_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_SAMPLER_PAN_STOCHASTIC_INLINED(tex, texSampler) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Stochastic))
// #define POI2D_MAINTEX_SAMPLER_PAN_STOCHASTIC_INLINED(tex) (POI2D_SAMPLER_PAN_STOCHASTIC(tex, _MainTex, poiUV(poiMesh.uv[tex##UV], tex##_ST), tex##Pan, tex##Stochastic))
// Deliot, Heitz 2019 - Fast, but non-histogram-preserving (ends up looking a bit blurry and lower contrast)
// https://eheitzresearch.wordpress.com/738-2/
// Classic Magic Numbers fracsin
#if !defined(_STOCHASTICMODE_NONE)
float2 StochasticHash2D2D (float2 s)
{
return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
}
#endif
#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
// UV Offsets and blend weights
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 DeliotHeitzStochasticUVBW(float2 uv)
{
// UV transformed into triangular grid space with UV scaled by approximation of 2*sqrt(3)
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticDeliotHeitzDensity);
// Vertex IDs and barycentric coords
float2 vxID = floor(skewUV);
float3 bary = float3(frac(skewUV), 0);
bary.z = 1.0 - bary.x - bary.y;
float3x3 pos = float3x3(
float3(vxID, bary.z),
float3(vxID + float2(0, 1), bary.y),
float3(vxID + float2(1, 0), bary.x)
);
float3x3 neg = float3x3(
float3(vxID + float2(1, 1), -bary.z),
float3(vxID + float2(1, 0), 1.0 - bary.y),
float3(vxID + float2(0, 1), 1.0 - bary.x)
);
return (bary.z > 0) ? pos : neg;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
{
// UVBW[0...2].xy = UV Offsets
// UVBW[0...2].z = Blend Weights
float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
//blend samples with calculated weights
return mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
}
float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
{
float2 dx = ddx(uv), dy = ddy(uv);
return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
}
#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
#if defined(_STOCHASTICMODE_HEXTILE)
// HexTiling: Slower, but histogram-preserving
// SPDX-License-Idenfitier: MIT
// Copyright (c) 2022 mmikk
// https://github.com/mmikk/hextile-demo
float2 HextileMakeCenUV(float2 vertex)
{
// 0.288675 ~= 1/(2*sqrt(3))
const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
}
float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
{
float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
// remap to +/-pi
angle = glsl_mod(angle, 2 * PI);
if(angle < 0) angle += 2 * PI;
if(angle > PI) angle -= 2 * PI;
angle *= rotStrength;
float cs = cos(angle), si = sin(angle);
return float2x2(cs, -si, si, cs);
}
// UV Offsets and base blend weights
// UVBWR[0...2].xy = UV Offsets
// UVBWR[0...2].zw = rotation costh/sinth -> reconstruct rotation matrix with float2x2(UVBWR[n].z, -UVBWR[n].w, UVBWR[n].w, UVBWR[n].z)
// UVBWR[3].xyz = Blend Weights (w unused) - needs luminance weighting
float4x4 HextileUVBWR(float2 uv)
{
// Create Triangle Grid
// Skew input space into simplex triangle grid (3.4641 ~= 2*sqrt(3))
const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * _StochasticHexGridDensity);
float2 baseId = float2(floor(skewedCoord));
float3 temp = float3(frac(skewedCoord), 0);
temp.z = 1 - temp.x - temp.y;
float s = step(0.0, -temp.z);
float s2 = 2 * s - 1;
float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
float2 vertex0 = baseId + float2(s, s);
float2 vertex1 = baseId + float2(s, 1 - s);
float2 vertex2 = baseId + float2(1 - s, s);
float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = HextileLoadRot2x2(vertex0, _StochasticHexRotationStrength);
rot1 = HextileLoadRot2x2(vertex1, _StochasticHexRotationStrength);
rot2 = HextileLoadRot2x2(vertex2, _StochasticHexRotationStrength);
}
return float4x4(
float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
float4(weights, 0)
);
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
{
// For some reason doing this instead of just calculating it directly prevents it from \
// breaking after a certain number of textures use it. I don't understand why yet
float4x4 UVBWR = HextileUVBWR(uv);
// 2D Rotation Matrices for dUVdx/dy
// Not sure if this constant folds during compiling when rot is locked at 0, so force it
float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
if(_StochasticHexRotationStrength > 0)
{
rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
}
// Weights
float3 W = UVBWR[3].xyz;
// Sample texture
// float3x4 c = float3x4(
// tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0)),
// tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1)),
// tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2))
// );
float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
// Blend samples using luminance
// This is technically incorrect for normal maps, but produces very similar
// results to blending using normal map gradients (steepness)
const float3 Lw = float3(0.299, 0.587, 0.114);
float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
Dw = lerp(1.0, Dw, _StochasticHexFallOffContrast);
W = Dw * pow(W, _StochasticHexFallOffPower);
// In the original hextiling there's a Gain3 step here, but it seems to slow things down \
// and cause the UVs to break, so I've omitted it. Looks fine without
W /= (W.x + W.y + W.z);
return W.x * c0 + W.y * c1 + W.z * c2;
}
float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
{
return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
}
#endif // defined(_STOCHASTICMODE_HEXTILE)
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
void ApplyGlobalMaskTextures(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#if defined(PROP_GLOBALMASKTEXTURE0) || !defined(OPTIMIZER_ENABLED)
float4 gmcol0 = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0_ST), _GlobalMaskTexture0Pan);
if (_GlobalMaskTexture0Split)
{
poiMods.globalMask[0] = gmcol0.r;
poiMods.globalMask[1] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_G), _GlobalMaskTexture0SplitPan_G).g;
poiMods.globalMask[2] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_B), _GlobalMaskTexture0SplitPan_B).b;
poiMods.globalMask[3] = POI2D_SAMPLER_PAN(_GlobalMaskTexture0, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture0UV], _GlobalMaskTexture0SplitTilingOffset_A), _GlobalMaskTexture0SplitPan_A).a;
} else {
poiMods.globalMask[0] = gmcol0[0];
poiMods.globalMask[1] = gmcol0[1];
poiMods.globalMask[2] = gmcol0[2];
poiMods.globalMask[3] = gmcol0[3];
}
#else
poiMods.globalMask[0] = 0;
poiMods.globalMask[1] = 0;
poiMods.globalMask[2] = 0;
poiMods.globalMask[3] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 gmcol1 = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1_ST), _GlobalMaskTexture1Pan);
if (_GlobalMaskTexture1Split)
{
poiMods.globalMask[4] = gmcol1.r;
poiMods.globalMask[5] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_G), _GlobalMaskTexture1SplitPan_G).g;
poiMods.globalMask[6] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_B), _GlobalMaskTexture1SplitPan_B).b;
poiMods.globalMask[7] = POI2D_SAMPLER_PAN(_GlobalMaskTexture1, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture1UV], _GlobalMaskTexture1SplitTilingOffset_A), _GlobalMaskTexture1SplitPan_A).a;
} else {
poiMods.globalMask[4] = gmcol1[0];
poiMods.globalMask[5] = gmcol1[1];
poiMods.globalMask[6] = gmcol1[2];
poiMods.globalMask[7] = gmcol1[3];
}
#else
poiMods.globalMask[4] = 0;
poiMods.globalMask[5] = 0;
poiMods.globalMask[6] = 0;
poiMods.globalMask[7] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE2) || !defined(OPTIMIZER_ENABLED)
float4 gmcol2 = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2_ST), _GlobalMaskTexture2Pan);
if (_GlobalMaskTexture2Split)
{
poiMods.globalMask[8] = gmcol2.r;
poiMods.globalMask[9] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_G), _GlobalMaskTexture2SplitPan_G).g;
poiMods.globalMask[10] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_B), _GlobalMaskTexture2SplitPan_B).b;
poiMods.globalMask[11] = POI2D_SAMPLER_PAN(_GlobalMaskTexture2, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture2UV], _GlobalMaskTexture2SplitTilingOffset_A), _GlobalMaskTexture2SplitPan_A).a;
} else {
poiMods.globalMask[8] = gmcol2[0];
poiMods.globalMask[9] = gmcol2[1];
poiMods.globalMask[10] = gmcol2[2];
poiMods.globalMask[11] = gmcol2[3];
}
#else
poiMods.globalMask[8] = 0;
poiMods.globalMask[9] = 0;
poiMods.globalMask[10] = 0;
poiMods.globalMask[11] = 0;
#endif
#if defined(PROP_GLOBALMASKTEXTURE3) || !defined(OPTIMIZER_ENABLED)
float4 gmcol3 = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3_ST), _GlobalMaskTexture3Pan);
if (_GlobalMaskTexture3Split)
{
poiMods.globalMask[12] = gmcol3.r;
poiMods.globalMask[13] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_G), _GlobalMaskTexture3SplitPan_G).g;
poiMods.globalMask[14] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_B), _GlobalMaskTexture3SplitPan_B).b;
poiMods.globalMask[15] = POI2D_SAMPLER_PAN(_GlobalMaskTexture3, _MainTex, poiUV(poiMesh.uv[_GlobalMaskTexture3UV], _GlobalMaskTexture3SplitTilingOffset_A), _GlobalMaskTexture3SplitPan_A).a;
} else {
poiMods.globalMask[12] = gmcol3[0];
poiMods.globalMask[13] = gmcol3[1];
poiMods.globalMask[14] = gmcol3[2];
poiMods.globalMask[15] = gmcol3[3];
}
#else
poiMods.globalMask[12] = 0;
poiMods.globalMask[13] = 0;
poiMods.globalMask[14] = 0;
poiMods.globalMask[15] = 0;
#endif
}
#endif
//endex
//ifex _GlobalMaskOptionsEnable==0
void ApplyGlobalMaskOptions(inout PoiMods poiMods)
{
//ifex _GlobalMaskOptionsType!=0
if (_GlobalMaskOptionsType == 0)
{
poiMods.globalMask[0] = saturate(poiMods.globalMask[0] + _GlobalMaskSlider_0);
poiMods.globalMask[1] = saturate(poiMods.globalMask[1] + _GlobalMaskSlider_1);
poiMods.globalMask[2] = saturate(poiMods.globalMask[2] + _GlobalMaskSlider_2);
poiMods.globalMask[3] = saturate(poiMods.globalMask[3] + _GlobalMaskSlider_3);
poiMods.globalMask[4] = saturate(poiMods.globalMask[4] + _GlobalMaskSlider_4);
poiMods.globalMask[5] = saturate(poiMods.globalMask[5] + _GlobalMaskSlider_5);
poiMods.globalMask[6] = saturate(poiMods.globalMask[6] + _GlobalMaskSlider_6);
poiMods.globalMask[7] = saturate(poiMods.globalMask[7] + _GlobalMaskSlider_7);
poiMods.globalMask[8] = saturate(poiMods.globalMask[8] + _GlobalMaskSlider_8);
poiMods.globalMask[9] = saturate(poiMods.globalMask[9] + _GlobalMaskSlider_9);
poiMods.globalMask[10] = saturate(poiMods.globalMask[10] + _GlobalMaskSlider_10);
poiMods.globalMask[11] = saturate(poiMods.globalMask[11] + _GlobalMaskSlider_11);
poiMods.globalMask[12] = saturate(poiMods.globalMask[12] + _GlobalMaskSlider_12);
poiMods.globalMask[13] = saturate(poiMods.globalMask[13] + _GlobalMaskSlider_13);
poiMods.globalMask[14] = saturate(poiMods.globalMask[14] + _GlobalMaskSlider_14);
poiMods.globalMask[15] = saturate(poiMods.globalMask[15] + _GlobalMaskSlider_15);
}
//endex
//ifex _GlobalMaskOptionsType!=1
if (_GlobalMaskOptionsType == 1)
{
poiMods.globalMask[0] = lerp(_GlobalMaskMinMaxSlider_0.x, _GlobalMaskMinMaxSlider_0.y, poiMods.globalMask[0]);
poiMods.globalMask[1] = lerp(_GlobalMaskMinMaxSlider_1.x, _GlobalMaskMinMaxSlider_1.y, poiMods.globalMask[1]);
poiMods.globalMask[2] = lerp(_GlobalMaskMinMaxSlider_2.x, _GlobalMaskMinMaxSlider_2.y, poiMods.globalMask[2]);
poiMods.globalMask[3] = lerp(_GlobalMaskMinMaxSlider_3.x, _GlobalMaskMinMaxSlider_3.y, poiMods.globalMask[3]);
poiMods.globalMask[4] = lerp(_GlobalMaskMinMaxSlider_4.x, _GlobalMaskMinMaxSlider_4.y, poiMods.globalMask[4]);
poiMods.globalMask[5] = lerp(_GlobalMaskMinMaxSlider_5.x, _GlobalMaskMinMaxSlider_5.y, poiMods.globalMask[5]);
poiMods.globalMask[6] = lerp(_GlobalMaskMinMaxSlider_6.x, _GlobalMaskMinMaxSlider_6.y, poiMods.globalMask[6]);
poiMods.globalMask[7] = lerp(_GlobalMaskMinMaxSlider_7.x, _GlobalMaskMinMaxSlider_7.y, poiMods.globalMask[7]);
poiMods.globalMask[8] = lerp(_GlobalMaskMinMaxSlider_8.x, _GlobalMaskMinMaxSlider_8.y, poiMods.globalMask[8]);
poiMods.globalMask[9] = lerp(_GlobalMaskMinMaxSlider_9.x, _GlobalMaskMinMaxSlider_9.y, poiMods.globalMask[9]);
poiMods.globalMask[10] = lerp(_GlobalMaskMinMaxSlider_10.x, _GlobalMaskMinMaxSlider_10.y, poiMods.globalMask[10]);
poiMods.globalMask[11] = lerp(_GlobalMaskMinMaxSlider_11.x, _GlobalMaskMinMaxSlider_11.y, poiMods.globalMask[11]);
poiMods.globalMask[12] = lerp(_GlobalMaskMinMaxSlider_12.x, _GlobalMaskMinMaxSlider_12.y, poiMods.globalMask[12]);
poiMods.globalMask[13] = lerp(_GlobalMaskMinMaxSlider_13.x, _GlobalMaskMinMaxSlider_13.y, poiMods.globalMask[13]);
poiMods.globalMask[14] = lerp(_GlobalMaskMinMaxSlider_14.x, _GlobalMaskMinMaxSlider_14.y, poiMods.globalMask[14]);
poiMods.globalMask[15] = lerp(_GlobalMaskMinMaxSlider_15.x, _GlobalMaskMinMaxSlider_15.y, poiMods.globalMask[15]);
}
//endex
//ifex _GlobalMaskOptionsType!=2
if (_GlobalMaskOptionsType == 2)
{
if (_GlobalMaskToggleOn_0) poiMods.globalMask[0] = 1;
if (_GlobalMaskToggleOn_1) poiMods.globalMask[1] = 1;
if (_GlobalMaskToggleOn_2) poiMods.globalMask[2] = 1;
if (_GlobalMaskToggleOn_3) poiMods.globalMask[3] = 1;
if (_GlobalMaskToggleOn_4) poiMods.globalMask[4] = 1;
if (_GlobalMaskToggleOn_5) poiMods.globalMask[5] = 1;
if (_GlobalMaskToggleOn_6) poiMods.globalMask[6] = 1;
if (_GlobalMaskToggleOn_7) poiMods.globalMask[7] = 1;
if (_GlobalMaskToggleOn_8) poiMods.globalMask[8] = 1;
if (_GlobalMaskToggleOn_9) poiMods.globalMask[9] = 1;
if (_GlobalMaskToggleOn_10) poiMods.globalMask[10] = 1;
if (_GlobalMaskToggleOn_11) poiMods.globalMask[11] = 1;
if (_GlobalMaskToggleOn_12) poiMods.globalMask[12] = 1;
if (_GlobalMaskToggleOn_13) poiMods.globalMask[13] = 1;
if (_GlobalMaskToggleOn_14) poiMods.globalMask[14] = 1;
if (_GlobalMaskToggleOn_15) poiMods.globalMask[15] = 1;
poiMods.globalMask[0] *= (1-_GlobalMaskToggleOff_0);
poiMods.globalMask[1] *= (1-_GlobalMaskToggleOff_1);
poiMods.globalMask[2] *= (1-_GlobalMaskToggleOff_2);
poiMods.globalMask[3] *= (1-_GlobalMaskToggleOff_3);
poiMods.globalMask[4] *= (1-_GlobalMaskToggleOff_4);
poiMods.globalMask[5] *= (1-_GlobalMaskToggleOff_5);
poiMods.globalMask[6] *= (1-_GlobalMaskToggleOff_6);
poiMods.globalMask[7] *= (1-_GlobalMaskToggleOff_7);
poiMods.globalMask[8] *= (1-_GlobalMaskToggleOff_8);
poiMods.globalMask[9] *= (1-_GlobalMaskToggleOff_9);
poiMods.globalMask[10] *= (1-_GlobalMaskToggleOff_10);
poiMods.globalMask[11] *= (1-_GlobalMaskToggleOff_11);
poiMods.globalMask[12] *= (1-_GlobalMaskToggleOff_12);
poiMods.globalMask[13] *= (1-_GlobalMaskToggleOff_13);
poiMods.globalMask[14] *= (1-_GlobalMaskToggleOff_14);
poiMods.globalMask[15] *= (1-_GlobalMaskToggleOff_15);
}
//endex
}
//endex
void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
{
//ifex _GlobalMaskModifiersBackfaceEnable==0
if(_GlobalMaskModifiersBackfaceEnable)
{
float facingMode = saturate(poiMesh.isFrontFace) + 1;
// _GlobalMaskBackface is 0 for ignore, 1 for back only, 2 for front only
poiMods.globalMask[0] *= _GlobalMaskBackface_0 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_0 ));
poiMods.globalMask[1] *= _GlobalMaskBackface_1 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_1 ));
poiMods.globalMask[2] *= _GlobalMaskBackface_2 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_2 ));
poiMods.globalMask[3] *= _GlobalMaskBackface_3 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_3 ));
poiMods.globalMask[4] *= _GlobalMaskBackface_4 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_4 ));
poiMods.globalMask[5] *= _GlobalMaskBackface_5 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_5 ));
poiMods.globalMask[6] *= _GlobalMaskBackface_6 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_6 ));
poiMods.globalMask[7] *= _GlobalMaskBackface_7 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_7 ));
poiMods.globalMask[8] *= _GlobalMaskBackface_8 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_8 ));
poiMods.globalMask[9] *= _GlobalMaskBackface_9 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_9 ));
poiMods.globalMask[10] *= _GlobalMaskBackface_10 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_10));
poiMods.globalMask[11] *= _GlobalMaskBackface_11 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_11));
poiMods.globalMask[12] *= _GlobalMaskBackface_12 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_12));
poiMods.globalMask[13] *= _GlobalMaskBackface_13 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_13));
poiMods.globalMask[14] *= _GlobalMaskBackface_14 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_14));
poiMods.globalMask[15] *= _GlobalMaskBackface_15 == 0 ? 1 : (facingMode == (_GlobalMaskBackface_15));
}
//endex
//ifex _GlobalMaskModifiersMirrorEnable==0
if(_GlobalMaskModifiersMirrorEnable)
{
float mirrorMode = 0;
if (_GlobalMaskMirrorVisibilityMode == 1) // VRC
mirrorMode = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
mirrorMode = IsInMirror();
mirrorMode += 1;
// _GlobalMaskMirror is 0 for ignore, 1 for outside mirror only, 2 for in mirror only
poiMods.globalMask[0] *= _GlobalMaskMirror_0 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_0 ));
poiMods.globalMask[1] *= _GlobalMaskMirror_1 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_1 ));
poiMods.globalMask[2] *= _GlobalMaskMirror_2 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_2 ));
poiMods.globalMask[3] *= _GlobalMaskMirror_3 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_3 ));
poiMods.globalMask[4] *= _GlobalMaskMirror_4 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_4 ));
poiMods.globalMask[5] *= _GlobalMaskMirror_5 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_5 ));
poiMods.globalMask[6] *= _GlobalMaskMirror_6 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_6 ));
poiMods.globalMask[7] *= _GlobalMaskMirror_7 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_7 ));
poiMods.globalMask[8] *= _GlobalMaskMirror_8 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_8 ));
poiMods.globalMask[9] *= _GlobalMaskMirror_9 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_9 ));
poiMods.globalMask[10] *= _GlobalMaskMirror_10 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_10));
poiMods.globalMask[11] *= _GlobalMaskMirror_11 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_11));
poiMods.globalMask[12] *= _GlobalMaskMirror_12 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_12));
poiMods.globalMask[13] *= _GlobalMaskMirror_13 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_13));
poiMods.globalMask[14] *= _GlobalMaskMirror_14 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_14));
poiMods.globalMask[15] *= _GlobalMaskMirror_15 == 0 ? 1 : (mirrorMode == (_GlobalMaskMirror_15));
}
//endex
//ifex _GlobalMaskModifiersCameraEnable==0
if(_GlobalMaskModifiersCameraEnable)
{
float isCamera = VRCCameraMode() > 0;
isCamera += 1;
// _GlobalMaskCamera is 0 for ignore, 1 for outside camera only, 2 for in camera only
poiMods.globalMask[0] *= _GlobalMaskCamera_0 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_0 ));
poiMods.globalMask[1] *= _GlobalMaskCamera_1 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_1 ));
poiMods.globalMask[2] *= _GlobalMaskCamera_2 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_2 ));
poiMods.globalMask[3] *= _GlobalMaskCamera_3 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_3 ));
poiMods.globalMask[4] *= _GlobalMaskCamera_4 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_4 ));
poiMods.globalMask[5] *= _GlobalMaskCamera_5 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_5 ));
poiMods.globalMask[6] *= _GlobalMaskCamera_6 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_6 ));
poiMods.globalMask[7] *= _GlobalMaskCamera_7 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_7 ));
poiMods.globalMask[8] *= _GlobalMaskCamera_8 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_8 ));
poiMods.globalMask[9] *= _GlobalMaskCamera_9 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_9 ));
poiMods.globalMask[10] *= _GlobalMaskCamera_10 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_10));
poiMods.globalMask[11] *= _GlobalMaskCamera_11 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_11));
poiMods.globalMask[12] *= _GlobalMaskCamera_12 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_12));
poiMods.globalMask[13] *= _GlobalMaskCamera_13 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_13));
poiMods.globalMask[14] *= _GlobalMaskCamera_14 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_14));
poiMods.globalMask[15] *= _GlobalMaskCamera_15 == 0 ? 1 : (isCamera == (_GlobalMaskCamera_15));
}
//endex
//ifex _GlobalMaskModifiersDistanceEnable==0
if (_GlobalMaskModifiersDistanceEnable)
{
//ifex _GlobalMaskDistanceEnable_0==0
if (_GlobalMaskDistanceEnable_0)
{
float3 position = _GlobalMaskDistanceType_0 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_0, _GlobalMaskDistanceMaxAlpha_0, smoothstep(_GlobalMaskDistanceMin_0, _GlobalMaskDistanceMax_0, distance(position, poiCam.worldPos)));
poiMods.globalMask[0] = saturate(customBlend(poiMods.globalMask[0], val, _GlobalMaskDistanceBlendType_0));
}
//endex
//ifex _GlobalMaskDistanceEnable_1==0
if (_GlobalMaskDistanceEnable_1)
{
float3 position = _GlobalMaskDistanceType_1 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_1, _GlobalMaskDistanceMaxAlpha_1, smoothstep(_GlobalMaskDistanceMin_1, _GlobalMaskDistanceMax_1, distance(position, poiCam.worldPos)));
poiMods.globalMask[1] = saturate(customBlend(poiMods.globalMask[1], val, _GlobalMaskDistanceBlendType_1));
}
//endex
//ifex _GlobalMaskDistanceEnable_2==0
if (_GlobalMaskDistanceEnable_2)
{
float3 position = _GlobalMaskDistanceType_2 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_2, _GlobalMaskDistanceMaxAlpha_2, smoothstep(_GlobalMaskDistanceMin_2, _GlobalMaskDistanceMax_2, distance(position, poiCam.worldPos)));
poiMods.globalMask[2] = saturate(customBlend(poiMods.globalMask[2], val, _GlobalMaskDistanceBlendType_2));
}
//endex
//ifex _GlobalMaskDistanceEnable_3==0
if (_GlobalMaskDistanceEnable_3)
{
float3 position = _GlobalMaskDistanceType_3 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_3, _GlobalMaskDistanceMaxAlpha_3, smoothstep(_GlobalMaskDistanceMin_3, _GlobalMaskDistanceMax_3, distance(position, poiCam.worldPos)));
poiMods.globalMask[3] = saturate(customBlend(poiMods.globalMask[3], val, _GlobalMaskDistanceBlendType_3));
}
//endex
//ifex _GlobalMaskDistanceEnable_4==0
if (_GlobalMaskDistanceEnable_4)
{
float3 position = _GlobalMaskDistanceType_4 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_4, _GlobalMaskDistanceMaxAlpha_4, smoothstep(_GlobalMaskDistanceMin_4, _GlobalMaskDistanceMax_4, distance(position, poiCam.worldPos)));
poiMods.globalMask[4] = saturate(customBlend(poiMods.globalMask[4], val, _GlobalMaskDistanceBlendType_4));
}
//endex
//ifex _GlobalMaskDistanceEnable_5==0
if (_GlobalMaskDistanceEnable_5)
{
float3 position = _GlobalMaskDistanceType_5 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_5, _GlobalMaskDistanceMaxAlpha_5, smoothstep(_GlobalMaskDistanceMin_5, _GlobalMaskDistanceMax_5, distance(position, poiCam.worldPos)));
poiMods.globalMask[5] = saturate(customBlend(poiMods.globalMask[5], val, _GlobalMaskDistanceBlendType_5));
}
//endex
//ifex _GlobalMaskDistanceEnable_6==0
if (_GlobalMaskDistanceEnable_6)
{
float3 position = _GlobalMaskDistanceType_6 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_6, _GlobalMaskDistanceMaxAlpha_6, smoothstep(_GlobalMaskDistanceMin_6, _GlobalMaskDistanceMax_6, distance(position, poiCam.worldPos)));
poiMods.globalMask[6] = saturate(customBlend(poiMods.globalMask[6], val, _GlobalMaskDistanceBlendType_6));
}
//endex
//ifex _GlobalMaskDistanceEnable_7==0
if (_GlobalMaskDistanceEnable_7)
{
float3 position = _GlobalMaskDistanceType_7 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_7, _GlobalMaskDistanceMaxAlpha_7, smoothstep(_GlobalMaskDistanceMin_7, _GlobalMaskDistanceMax_7, distance(position, poiCam.worldPos)));
poiMods.globalMask[7] = saturate(customBlend(poiMods.globalMask[7], val, _GlobalMaskDistanceBlendType_7));
}
//endex
//ifex _GlobalMaskDistanceEnable_8==0
if (_GlobalMaskDistanceEnable_8)
{
float3 position = _GlobalMaskDistanceType_8 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_8, _GlobalMaskDistanceMaxAlpha_8, smoothstep(_GlobalMaskDistanceMin_8, _GlobalMaskDistanceMax_8, distance(position, poiCam.worldPos)));
poiMods.globalMask[8] = saturate(customBlend(poiMods.globalMask[8], val, _GlobalMaskDistanceBlendType_8));
}
//endex
//ifex _GlobalMaskDistanceEnable_9==0
if (_GlobalMaskDistanceEnable_9)
{
float3 position = _GlobalMaskDistanceType_9 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_9, _GlobalMaskDistanceMaxAlpha_9, smoothstep(_GlobalMaskDistanceMin_9, _GlobalMaskDistanceMax_9, distance(position, poiCam.worldPos)));
poiMods.globalMask[9] = saturate(customBlend(poiMods.globalMask[9], val, _GlobalMaskDistanceBlendType_9));
}
//endex
//ifex _GlobalMaskDistanceEnable_10==0
if (_GlobalMaskDistanceEnable_10)
{
float3 position = _GlobalMaskDistanceType_10 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_10, _GlobalMaskDistanceMaxAlpha_10, smoothstep(_GlobalMaskDistanceMin_10, _GlobalMaskDistanceMax_10, distance(position, poiCam.worldPos)));
poiMods.globalMask[10] = saturate(customBlend(poiMods.globalMask[10], val, _GlobalMaskDistanceBlendType_10));
}
//endex
//ifex _GlobalMaskDistanceEnable_11==0
if (_GlobalMaskDistanceEnable_11)
{
float3 position = _GlobalMaskDistanceType_11 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_11, _GlobalMaskDistanceMaxAlpha_11, smoothstep(_GlobalMaskDistanceMin_11, _GlobalMaskDistanceMax_11, distance(position, poiCam.worldPos)));
poiMods.globalMask[11] = saturate(customBlend(poiMods.globalMask[11], val, _GlobalMaskDistanceBlendType_11));
}
//endex
//ifex _GlobalMaskDistanceEnable_12==0
if (_GlobalMaskDistanceEnable_12)
{
float3 position = _GlobalMaskDistanceType_12 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_12, _GlobalMaskDistanceMaxAlpha_12, smoothstep(_GlobalMaskDistanceMin_12, _GlobalMaskDistanceMax_12, distance(position, poiCam.worldPos)));
poiMods.globalMask[12] = saturate(customBlend(poiMods.globalMask[12], val, _GlobalMaskDistanceBlendType_12));
}
//endex
//ifex _GlobalMaskDistanceEnable_13==0
if (_GlobalMaskDistanceEnable_13)
{
float3 position = _GlobalMaskDistanceType_13 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_13, _GlobalMaskDistanceMaxAlpha_13, smoothstep(_GlobalMaskDistanceMin_13, _GlobalMaskDistanceMax_13, distance(position, poiCam.worldPos)));
poiMods.globalMask[13] = saturate(customBlend(poiMods.globalMask[13], val, _GlobalMaskDistanceBlendType_13));
}
//endex
//ifex _GlobalMaskDistanceEnable_14==0
if (_GlobalMaskDistanceEnable_14)
{
float3 position = _GlobalMaskDistanceType_14 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_14, _GlobalMaskDistanceMaxAlpha_14, smoothstep(_GlobalMaskDistanceMin_14, _GlobalMaskDistanceMax_14, distance(position, poiCam.worldPos)));
poiMods.globalMask[14] = saturate(customBlend(poiMods.globalMask[14], val, _GlobalMaskDistanceBlendType_14));
}
//endex
//ifex _GlobalMaskDistanceEnable_15==0
if (_GlobalMaskDistanceEnable_15)
{
float3 position = _GlobalMaskDistanceType_15 ? poiMesh.worldPos : poiMesh.objectPosition;
float val = lerp(_GlobalMaskDistanceMinAlpha_15, _GlobalMaskDistanceMaxAlpha_15, smoothstep(_GlobalMaskDistanceMin_15, _GlobalMaskDistanceMax_15, distance(position, poiCam.worldPos)));
poiMods.globalMask[15] = saturate(customBlend(poiMods.globalMask[15], val, _GlobalMaskDistanceBlendType_15));
}
//endex
}
//endex
}
//ifex _EnableUDIMDiscardOptions==0
#ifdef POI_UDIMDISCARD
void applyUDIMDiscard(in VertexOut i)
{
if(_UDIMDiscardMode == 1) // Don't run if in vertex mode
{
float2 udim = floor(vertexUV(i, _UDIMDiscardUV));
float isDiscarded = 0;
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
isDiscarded += (udim.y >= 0 && udim.y < 1) * dot(float4(_UDIMDiscardRow0_0, _UDIMDiscardRow0_1, _UDIMDiscardRow0_2, _UDIMDiscardRow0_3), xMask);
isDiscarded += (udim.y >= 1 && udim.y < 2) * dot(float4(_UDIMDiscardRow1_0, _UDIMDiscardRow1_1, _UDIMDiscardRow1_2, _UDIMDiscardRow1_3), xMask);
isDiscarded += (udim.y >= 2 && udim.y < 3) * dot(float4(_UDIMDiscardRow2_0, _UDIMDiscardRow2_1, _UDIMDiscardRow2_2, _UDIMDiscardRow2_3), xMask);
isDiscarded += (udim.y >= 3 && udim.y < 4) * dot(float4(_UDIMDiscardRow3_0, _UDIMDiscardRow3_1, _UDIMDiscardRow3_2, _UDIMDiscardRow3_3), xMask);
isDiscarded *= any(float4(udim.y >= 0, udim.y < 4, udim.x >= 0, udim.x < 4)); // never discard outside 4x4 grid in pos coords
clip(0.01 - isDiscarded); // Clip if discarded
}
return;
}
#endif
//endex
float2 calculatePolarCoordinate(in PoiMesh poiMesh)
{
float2 delta = poiMesh.uv[_PolarUV] - _PolarCenter;
float radius = length(delta) * 2 * _PolarRadialScale;
float angle = atan2(delta.x, delta.y);
float phi = angle / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
angle *= _PolarLengthScale;
return float2(radius, angle + distance(poiMesh.uv[_PolarUV], _PolarCenter) * _PolarSpiralPower);
}
float2 MonoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
sphereCoords = float2(1.0, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
}
float2 StereoPanoProjection(float3 coords)
{
float3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
float phi = longitude / (UNITY_PI * 2.0);
float phi_frac = frac(phi);
longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
longitude *= 2;
float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
sphereCoords = float2(0.5, 1.0) - sphereCoords;
return(sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
}
float2 calculatePanosphereUV(in PoiMesh poiMesh)
{
float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, _PanoUseBothEyes) - poiMesh.worldPos.xyz) * - 1;
return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), _StereoEnabled);
}
//ifex _EnableDistortion==0
#ifdef USER_LUT
float2 distortedUV(in PoiMesh poiMesh)
{
#if defined(PROP_DISTORTIONFLOWTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 flowVector = POI2D_SAMPLER_PAN(_DistortionFlowTexture, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTextureUV], _DistortionFlowTexture_ST), _DistortionFlowTexturePan) * 2 - 1;
#else
float4 flowVector = -1;
#endif
#if defined(PROP_DISTORTIONFLOWTEXTURE1) || !defined(OPTIMIZER_ENABLED)
float4 flowVector1 = POI2D_SAMPLER_PAN(_DistortionFlowTexture1, _MainTex, poiUV(poiMesh.uv[_DistortionFlowTexture1UV], _DistortionFlowTexture1_ST), _DistortionFlowTexture1Pan) * 2 - 1;
#else
float4 flowVector1 = -1;
#endif
#if defined(PROP_DISTORTIONMASK) || !defined(OPTIMIZER_ENABLED)
half distortionMask = POI2D_SAMPLER_PAN(_DistortionMask, _MainTex, poiMesh.uv[_DistortionMaskUV], _DistortionMaskPan)[_DistortionMaskChannel];
#else
half distortionMask = 1;
#endif
half distortionStrength = _DistortionStrength;
half distortionStrength1 = _DistortionStrength1;
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (AudioLinkIsAvailable() && _EnableDistortionAudioLink && _AudioLinkAnimToggle)
{
distortionStrength += lerp(_DistortionStrengthAudioLink.x, _DistortionStrengthAudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrengthAudioLinkBand))).r);
distortionStrength1 += lerp(_DistortionStrength1AudioLink.x, _DistortionStrength1AudioLink.y, AudioLinkData(uint2(0, uint(_DistortionStrength1AudioLinkBand))).r);
}
#endif
flowVector *= distortionStrength;
flowVector1 *= distortionStrength1;
return poiMesh.uv[_DistortionUvToDistort] + ((flowVector.xy + flowVector1.xy) / 2) * distortionMask;
}
#endif
//endex
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
inline float2 POM(in PoiLight poiLight, sampler2D heightMap, in PoiMesh poiMesh, float3 worldViewDir, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv)
{
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
float heightMask = POI2D_SAMPLER_PAN(_Heightmask, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmask_ST), _HeightmaskPan)[_HeightmaskChannel];
if (_HeightmaskInvert)
{
heightMask = 1 - heightMask;
}
#else
float heightMask = 1;
#endif
float2 uvs = poiUV(poiMesh.uv[_HeightMapUV], _HeightMap_ST);
float2 dx = ddx(uvs);
float2 dy = ddy(uvs);
float3 result = 0;
int stepIndex = 0;
int numSteps = (int)lerp(maxSamples, minSamples, saturate(dot(poiMesh.normals[0], worldViewDir)));
float layerHeight = 1.0 / numSteps;
float2 plane = parallax * heightMask * (viewDirTan.xy / viewDirTan.z);
uvs += refPlane * plane;
float2 deltaTex = -plane * layerHeight;
float2 prevTexOffset = 0;
float prevRayZ = 1.0f;
float prevHeight = 0.0f;
float2 currTexOffset = deltaTex;
float currRayZ = 1.0f - layerHeight;
float currHeight = 0.0f;
float intersection = 0;
float2 finalTexOffset = 0;
while (stepIndex < numSteps + 1)
{
result.z = dot(curv, currTexOffset * currTexOffset);
currHeight = tex2Dgrad(heightMap, uvs + currTexOffset, dx, dy).r * (1 - result.z);
if (currHeight > currRayZ)
{
stepIndex = numSteps + 1;
}
else
{
stepIndex++;
prevTexOffset = currTexOffset;
prevRayZ = currRayZ;
prevHeight = currHeight;
currTexOffset += deltaTex;
currRayZ -= layerHeight * (1 - result.z) * (1 + _CurvFix);
}
}
int sectionSteps = 10;
int sectionIndex = 0;
float newZ = 0;
float newHeight = 0;
while (sectionIndex < sectionSteps)
{
intersection = (prevHeight - prevRayZ) / (prevHeight - currHeight + currRayZ - prevRayZ);
finalTexOffset = prevTexOffset +intersection * deltaTex;
newZ = prevRayZ - intersection * layerHeight;
newHeight = tex2Dgrad(heightMap, uvs + finalTexOffset, dx, dy).r;
if (newHeight > newZ)
{
currTexOffset = finalTexOffset;
currHeight = newHeight;
currRayZ = newZ;
deltaTex = intersection * deltaTex;
layerHeight = intersection * layerHeight;
}
else
{
prevTexOffset = finalTexOffset;
prevHeight = newHeight;
prevRayZ = newZ;
deltaTex = (1 - intersection) * deltaTex;
layerHeight = (1 - intersection) * layerHeight;
}
sectionIndex++;
}
#ifdef UNITY_PASS_SHADOWCASTER
if (unity_LightShadowBias.z == 0.0)
{
#endif
if (result.z > 1)
clip(-1);
#ifdef UNITY_PASS_SHADOWCASTER
}
#endif
return uvs + finalTexOffset;
}
/*
float2 ParallaxOffsetMultiStep(float surfaceHeight, float strength, float2 uv, float3 tangentViewDir)
{
float2 uvOffset = 0;
float2 prevUVOffset = 0;
float stepSize = 1.0 / _HeightSteps;
float stepHeight = 1;
float2 uvDelta = tangentViewDir.xy * (stepSize * strength);
float prevStepHeight = stepHeight;
float prevSurfaceHeight = surfaceHeight;
[unroll(20)]
for (int j = 1; j <= _HeightSteps && stepHeight > surfaceHeight; j++)
{
prevUVOffset = uvOffset;
prevStepHeight = stepHeight;
prevSurfaceHeight = surfaceHeight;
uvOffset -= uvDelta;
stepHeight -= stepSize;
surfaceHeight = POI2D_SAMPLER_PAN(_Heightmap, _MainTex, poiUV(uv + uvOffset, _Heightmap_ST), _HeightmapPan) + _HeightOffset;
}
[unroll(3)]
for (int k = 0; k < 3; k++)
{
uvDelta *= 0.5;
stepSize *= 0.5;
if (stepHeight < surfaceHeight)
{
uvOffset += uvDelta;
stepHeight += stepSize;
}
else
{
uvOffset -= uvDelta;
stepHeight -= stepSize;
}
surfaceHeight = POI2D_SAMPLER_PAN(_Heightmap, _MainTex, poiUV(uv + uvOffset, _Heightmap_ST), _HeightmapPan) + _HeightOffset;
}
return uvOffset;
}
*/
void applyParallax(inout PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam)
{
/*
half h = POI2D_SAMPLER_PAN(_Heightmap, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmap_ST), _HeightmapPan).r + _HeightOffset;
#if defined(PROP_HEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
half m = POI2D_SAMPLER_PAN(_Heightmask, _linear_repeat, poiUV(poiMesh.uv[_HeightmaskUV], _Heightmask_ST), _HeightmaskPan).r + _HeightOffset;
#else
half m = 1 + _HeightOffset;
#endif
h = clamp(h, 0, 0.999);
m = lerp(m, 1 - m, _HeightmaskInvert);
#if defined(OPTIMIZER_ENABLED)das
poiMesh.uv[_ParallaxUV] += ParallaxOffsetMultiStep(h, _HeightStrength * m, poiMesh.uv[_HeightmapUV], tangentViewDir / tangentViewDir.z);
#else
float2 offset = ParallaxOffsetMultiStep(h, _HeightStrength * m, poiMesh.uv[_HeightmapUV], tangentViewDir / tangentViewDir.z);
if (_ParallaxUV == 0) poiMesh.uv[0] += offset;
if (_ParallaxUV == 1) poiMesh.uv[1] += offset;
if (_ParallaxUV == 2) poiMesh.uv[2] += offset;
if (_ParallaxUV == 3) poiMesh.uv[3] += offset;
if (_ParallaxUV == 4) poiMesh.uv[4] += offset;
if (_ParallaxUV == 5) poiMesh.uv[5] += offset;
if (_ParallaxUV == 6) poiMesh.uv[6] += offset;
if (_ParallaxUV == 7) poiMesh.uv[7] += offset;
#endif
*/
#if defined(OPTIMIZER_ENABLED)
poiMesh.uv[_ParallaxUV] = POM(poiLight, _HeightMap, poiMesh, poiCam.viewDir, poiCam.tangentViewDir, _HeightStepsMin, _HeightStepsMax, _HeightStrength, 0, _HeightMap_ST.xy, float2(_CurvatureU, _CurvatureV));
#else
float2 offset = POM(poiLight, _HeightMap, poiMesh, poiCam.viewDir, poiCam.tangentViewDir, _HeightStepsMin, _HeightStepsMax, _HeightStrength, 0, _HeightMap_ST.xy, float2(_CurvatureU, _CurvatureV));
if (_ParallaxUV == 0) poiMesh.uv[0] = offset;
if (_ParallaxUV == 1) poiMesh.uv[1] = offset;
if (_ParallaxUV == 2) poiMesh.uv[2] = offset;
if (_ParallaxUV == 3) poiMesh.uv[3] = offset;
if (_ParallaxUV == 4) poiMesh.uv[4] = offset;
if (_ParallaxUV == 5) poiMesh.uv[5] = offset;
if (_ParallaxUV == 6) poiMesh.uv[6] = offset;
if (_ParallaxUV == 7) poiMesh.uv[7] = offset;
#endif
}
#endif
//endex
void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
{
poiFragData.alpha = saturate(poiFragData.alpha + _AlphaMod);
if (_AlphaGlobalMask > 0)
{
poiFragData.alpha = customBlend(poiFragData.alpha, poiMods.globalMask[_AlphaGlobalMask-1], _AlphaGlobalMaskBlendType);
}
//ifex _AlphaDistanceFade==0 && isNotAnimated(_AlphaDistanceFade)
if (_AlphaDistanceFade)
{
float3 position = _AlphaDistanceFadeType ? poiMesh.worldPos : poiMesh.objectPosition;
poiFragData.alpha *= lerp(_AlphaDistanceFadeMinAlpha, _AlphaDistanceFadeMaxAlpha, smoothstep(_AlphaDistanceFadeMin, _AlphaDistanceFadeMax, distance(position, poiCam.worldPos)));
}
//endex
//ifex _AlphaFresnel==0 && isNotAnimated(_AlphaFresnel)
if (_AlphaFresnel)
{
float holoRim = saturate(1 - smoothstep(min(_AlphaFresnelSharpness, _AlphaFresnelWidth), _AlphaFresnelWidth, poiCam.vDotN));
holoRim = abs(lerp(1, holoRim, _AlphaFresnelAlpha));
poiFragData.alpha *= _AlphaFresnelInvert ?1 - holoRim : holoRim;
}
//endex
//ifex _AlphaAngular==0 && isNotAnimated(_AlphaAngular)
if (_AlphaAngular)
{
half cameraAngleMin = _CameraAngleMin / 180;
half cameraAngleMax = _CameraAngleMax / 180;
half modelAngleMin = _ModelAngleMin / 180;
half modelAngleMax = _ModelAngleMax / 180;
float3 pos = _AngleCompareTo == 0 ? poiMesh.objectPosition : poiMesh.worldPos;
half3 cameraToModelDirection = normalize(pos - getCameraPosition());
half3 modelForwardDirection = normalize(mul(unity_ObjectToWorld, normalize(_AngleForwardDirection.rgb)));
half cameraLookAtModel = remapClamped(cameraAngleMax, cameraAngleMin, .5 * dot(cameraToModelDirection, getCameraForward()) + .5);
half modelLookAtCamera = remapClamped(modelAngleMax, modelAngleMin, .5 * dot(-cameraToModelDirection, modelForwardDirection) + .5);
if (_AngleType == 0)
{
poiFragData.alpha *= max(cameraLookAtModel, _AngleMinAlpha);
}
else if (_AngleType == 1)
{
poiFragData.alpha *= max(modelLookAtCamera, _AngleMinAlpha);
}
else if (_AngleType == 2)
{
poiFragData.alpha *= max(cameraLookAtModel * modelLookAtCamera, _AngleMinAlpha);
}
}
//endex
//ifex _AlphaAudioLinkEnabled==0 && isNotAnimated(_AlphaAudioLinkEnabled)
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable && _AlphaAudioLinkEnabled)
{
poiFragData.alpha = saturate(poiFragData.alpha + lerp(_AlphaAudioLinkAddRange.x, _AlphaAudioLinkAddRange.y, poiMods.audioLink[_AlphaAudioLinkAddBand]));
}
#endif
//endex
}
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
inline half Dither8x8Bayer(int x, int y)
{
const half dither[ 64 ] = {
1, 49, 13, 61, 4, 52, 16, 64,
33, 17, 45, 29, 36, 20, 48, 32,
9, 57, 5, 53, 12, 60, 8, 56,
41, 25, 37, 21, 44, 28, 40, 24,
3, 51, 15, 63, 2, 50, 14, 62,
35, 19, 47, 31, 34, 18, 46, 30,
11, 59, 7, 55, 10, 58, 6, 54,
43, 27, 39, 23, 42, 26, 38, 22
};
int r = y * 8 + x;
return dither[r] / 64;
}
half calcDither(half2 grabPos)
{
return Dither8x8Bayer(fmod(grabPos.x, 8), fmod(grabPos.y, 8));
}
void applyDithering(inout PoiFragData poiFragData, in PoiCam poiCam)
{
if (_AlphaDithering)
{
poiFragData.alpha = saturate(poiFragData.alpha - (calcDither(poiCam.screenUV) * (1 - poiFragData.alpha) * _AlphaDitherGradient));
}
}
//endex
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
void ApplyAlphaToCoverage(inout PoiFragData poiFragData, in PoiMesh poiMesh)
{
// Force Model Opacity to 1 if desired
UNITY_BRANCH
if (_Mode == 1)
{
UNITY_BRANCH
if (_AlphaSharpenedA2C && _AlphaToCoverage)
{
// rescale alpha by mip level
poiFragData.alpha *= 1 + max(0, CalcMipLevel(poiMesh.uv[0] * _MainTex_TexelSize.zw)) * _AlphaMipScale;
// rescale alpha by partial derivative
poiFragData.alpha = (poiFragData.alpha - _Cutoff) / max(fwidth(poiFragData.alpha), 0.0001) + _Cutoff;
poiFragData.alpha = saturate(poiFragData.alpha);
}
}
}
//endex
//ifex _MainVertexColoringEnabled==0
void applyVertexColor(inout PoiFragData poiFragData, PoiMesh poiMesh)
{
if (_MainVertexColoringEnabled)
{
#ifndef POI_PASS_OUTLINE
float3 vertCol = lerp(poiMesh.vertexColor.rgb, GammaToLinearSpace(poiMesh.vertexColor.rgb), _MainVertexColoringLinearSpace);
poiFragData.baseColor *= lerp(1, vertCol, _MainVertexColoring);
#endif
poiFragData.alpha *= lerp(1, poiMesh.vertexColor.a, _MainUseVertexColorAlpha);
}
}
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
void ApplyBackFaceColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiMods poiMods)
{
if (!poiMesh.isFrontFace)
{
float4 backFaceColor = _BackFaceColor;
backFaceColor.rgb = poiThemeColor(poiMods, backFaceColor.rgb, _BackFaceColorThemeIndex);
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
backFaceColor *= POI2D_SAMPLER_PAN(_BackFaceTexture, _MainTex, poiUV(poiMesh.uv[_BackFaceTextureUV], _BackFaceTexture_ST), _BackFaceTexturePan);
#endif
backFaceColor.rgb = hueShift(backFaceColor.rgb, frac(_BackFaceHueShift + _BackFaceHueShiftSpeed * _Time.x) * _BackFaceHueShiftEnabled);
float backFaceMask = 1;
#if defined(PROP_BACKFACEMASK) || !defined(OPTIMIZER_ENABLED)
backFaceMask *= POI2D_SAMPLER_PAN(_BackFaceMask, _MainTex, poiUV(poiMesh.uv[_BackFaceMaskUV], _BackFaceMask_ST), _BackFaceMaskPan)[_BackFaceMaskChannel];
#endif
if (!_BackFaceReplaceAlpha)
{
backFaceMask *= backFaceColor.a;
}
poiFragData.baseColor = lerp(poiFragData.baseColor, backFaceColor.rgb, backFaceMask);
UNITY_BRANCH
if (_BackFaceReplaceAlpha)
{
poiFragData.alpha = backFaceColor.a;
}
poiFragData.emission += backFaceColor.rgb * _BackFaceEmissionStrength * backFaceMask;
poiMods.globalEmission = min(poiMods.globalEmission, _BackFaceEmissionLimiter);
}
}
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
{
#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[_DissolveMaskUV], _DissolveMask_ST), _DissolveMaskPan).r;
#else
float dissolveMask = 1;
#endif
UNITY_BRANCH
if (_DissolveUseVertexColors)
{
// Vertex Color Imprecision hype
dissolveMask = ceil(poiMesh.vertexColor.g * 100000) / 100000;
}
if (_DissolveMaskGlobalMask > 0)
{
dissolveMask = customBlend(dissolveMask, poiMods.globalMask[_DissolveMaskGlobalMask-1], _DissolveMaskGlobalMaskBlendType);
}
#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[_DissolveToTextureUV], _DissolveToTexture_ST), _DissolveToTexturePan) * float4(poiThemeColor(poiMods, _DissolveTextureColor.rgb, _DissolveTextureColorThemeIndex), _DissolveTextureColor.a);
#else
dissolveToTexture = _DissolveTextureColor;
#endif
#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[_DissolveNoiseTextureUV], _DissolveNoiseTexture_ST), _DissolveNoiseTexturePan).r;
#else
float dissolveNoiseTexture = 1;
#endif
float da = _DissolveAlpha
+ _DissolveAlpha0
+ _DissolveAlpha1
+ _DissolveAlpha2
+ _DissolveAlpha3
+ _DissolveAlpha4
+ _DissolveAlpha5
+ _DissolveAlpha6
+ _DissolveAlpha7
+ _DissolveAlpha8
+ _DissolveAlpha9;
float dds = _DissolveDetailStrength;
if(_UVTileDissolveEnabled)
{
float2 udim = floor(poiMesh.uv[(int)_UVTileDissolveUV]);
float4 xMask = float4( (udim.x >= 0 && udim.x < 1),
(udim.x >= 1 && udim.x < 2),
(udim.x >= 2 && udim.x < 3),
(udim.x >= 3 && udim.x < 4));
da += (udim.y >= 0 && udim.y < 1) * dot(float4(_UVTileDissolveAlpha_Row0_0, _UVTileDissolveAlpha_Row0_1, _UVTileDissolveAlpha_Row0_2, _UVTileDissolveAlpha_Row0_3), xMask);
da += (udim.y >= 1 && udim.y < 2) * dot(float4(_UVTileDissolveAlpha_Row1_0, _UVTileDissolveAlpha_Row1_1, _UVTileDissolveAlpha_Row1_2, _UVTileDissolveAlpha_Row1_3), xMask);
da += (udim.y >= 2 && udim.y < 3) * dot(float4(_UVTileDissolveAlpha_Row2_0, _UVTileDissolveAlpha_Row2_1, _UVTileDissolveAlpha_Row2_2, _UVTileDissolveAlpha_Row2_3), xMask);
da += (udim.y >= 3 && udim.y < 4) * dot(float4(_UVTileDissolveAlpha_Row3_0, _UVTileDissolveAlpha_Row3_1, _UVTileDissolveAlpha_Row3_2, _UVTileDissolveAlpha_Row3_3), xMask);
}
#ifdef POI_AUDIOLINK
UNITY_BRANCH
if (_EnableDissolveAudioLink && poiMods.audioLinkAvailable)
{
da += lerp(_AudioLinkDissolveAlpha.x, _AudioLinkDissolveAlpha.y, poiMods.audioLink[_AudioLinkDissolveAlphaBand]);
dds += lerp(_AudioLinkDissolveDetail.x, _AudioLinkDissolveDetail.y, poiMods.audioLink[_AudioLinkDissolveDetailBand]);
}
#endif
da = saturate(da);
dds = saturate(dds);
if (_DissolveMaskInvert)
{
dissolveMask = 1 - dissolveMask;
}
#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[_DissolveDetailNoiseUV], _DissolveDetailNoise_ST), _DissolveDetailNoisePan);
#else
float dissolveDetailNoise = 0;
#endif
if (_DissolveInvertNoise)
{
dissolveNoiseTexture = 1 - dissolveNoiseTexture;
}
if (_DissolveInvertDetailNoise)
{
dissolveDetailNoise = 1 - dissolveDetailNoise;
}
if (_ContinuousDissolve != 0)
{
da = sin(_Time.x * _ContinuousDissolve) * .5 + .5;
}
da *= dissolveMask;
dissolveAlpha = da;
edgeAlpha = 0;
[flatten]
switch(_DissolveType)
{
default: // Basic (case 1)
{
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
case 2: // Point to Point
{
float3 direction;
float3 currentPos;
float distanceTo = 0;
direction = normalize(_DissolveEndPoint - _DissolveStartPoint);
currentPos = lerp(_DissolveStartPoint, _DissolveEndPoint, dissolveAlpha);
UNITY_BRANCH
if (_DissolveP2PWorldLocal != 1)
{
float3 pos = _DissolveP2PWorldLocal == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = step(distanceTo, 0);
edgeAlpha *= 1 - dissolveAlpha;
}
else
{
distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
edgeAlpha = smoothstep(_DissolveP2PEdgeLength + .00001, 0, distanceTo);
dissolveAlpha = (distanceTo < 0) ? 1 : 0;
edgeAlpha *= 1 - dissolveAlpha;
}
if(_DissolveP2PClamp)
{
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 3: // Spherical
{
if(_SphericalDissolveInvert)
{
da = remap(da, 1, 0, -_DissolveEdgeWidth, 1);
} else {
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
}
dissolveAlpha = da;
dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), _DissolveDetailEdgeSmoothing);
float currentDistance = lerp(0, _SphericalDissolveRadius, dissolveAlpha);
float fragDistance = distance(_SphericalDissolveCenter, poiMesh.localPos.xyz);
float normalizedDistance;
normalizedDistance = (fragDistance - currentDistance) / (_SphericalDissolveRadius + 0.0001) - dissolveDetailNoise * dds;
if(_SphericalDissolveInvert)
{
dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, -normalizedDistance);
} else {
dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
edgeAlpha = smoothstep(_DissolveEdgeWidth + .00001, 0, normalizedDistance);
}
if(_SphericalDissolveClamp)
{
da = lerp(da, 1 - da, _SphericalDissolveInvert);
dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
edgeAlpha *= smoothstep(0, 0.01, da);
}
break;
}
case 4: // CenterOut
{
float ramp = 0.5;
float noise;
[flatten]
switch(_CenterOutDissolveMode)
{
case 1: // View Direction
{
ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, _CenterOutDissolveNormals));
break;
}
case 2: // Custom Direction
{
ramp = dot(normalize(_CenterOutDissolveDirection), lerp(poiMesh.normals[0], poiMesh.normals[1], _CenterOutDissolveNormals));
ramp = saturate(ramp * .5 + 0.5);
break;
}
case 3: // Light Direction
{
ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, _CenterOutDissolveNormals);
ramp = saturate(ramp * .5 + 0.5);
break;
}
}
if(_CenterOutDissolvePower != 1)
{
ramp = pow(ramp, _CenterOutDissolvePower);
}
if(!_CenterOutDissolveInvert)
{
ramp = 1 - ramp;
}
da = remap(da, 0, 1, -_DissolveEdgeWidth, 1);
dissolveAlpha = da;
//Adjust detail strength to avoid artifacts
dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), _DissolveDetailEdgeSmoothing);
noise = saturate(ramp - dissolveDetailNoise * dds);
noise = saturate(noise * 0.998 + 0.001);
dissolveAlpha = dissolveAlpha >= noise;
edgeAlpha = remapClamped(da + _DissolveEdgeWidth, da, noise) * (1 - dissolveAlpha);
break;
}
}
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveHueShiftEnabled)
{
dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, _DissolveHueShift + _Time.x * _DissolveHueShiftSpeed);
}
#endif
poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
UNITY_BRANCH
if (_DissolveEdgeWidth || (_DissolveType == 2 && _DissolveP2PEdgeLength != 0))
{
edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), _DissolveEdgeGradient_ST)) * float4(poiThemeColor(poiMods, _DissolveEdgeColor.rgb, _DissolveEdgeColorThemeIndex), _DissolveEdgeColor.a);
#ifndef POI_SHADOW
UNITY_BRANCH
if (_DissolveEdgeHueShiftEnabled)
{
edgeColor.rgb = hueShift(edgeColor.rgb, _DissolveEdgeHueShift + _Time.x * _DissolveEdgeHueShiftSpeed);
}
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
}
poiFragData.emission += lerp(0, dissolveToTexture * _DissolveToEmissionStrength, dissolveAlpha) + lerp(0, edgeColor.rgb * _DissolveEdgeEmission, smoothstep(0, 1 - _DissolveEdgeHardness * .99999999999, edgeAlpha));
#endif
}
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
void ApplyAudioLinkDecal(in PoiMesh poiMesh, inout PoiFragData poiFragData, in PoiMods poiMods)
{
float4 colorAndMask = float4(1, 1, 1, 1);
#if defined(PROP_ALDECALCOLORMASK) || !defined(OPTIMIZER_ENABLED)
colorAndMask = POI2D_SAMPLER_PAN(_ALDecalColorMask, _MainTex, poiUV(poiMesh.uv[_ALDecalColorMaskUV], _ALDecalColorMask_ST), _ALDecalColorMaskPan);
#endif
float2 uv = poiMesh.uv[_ALDecalUV];
float2 decalCenter = _ALUVPosition;
float theta = radians(_ALUVRotation + _Time.z * _ALUVRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
uv = remap(uv, float2(0, 0) - _ALUVScale.xz / 2 + _ALUVPosition, _ALUVScale.yw / 2 + _ALUVPosition, float2(0, 0), float2(1, 1));
// Mask
float4 audioLinkMask = 1.0;
// UV
float2 aluv = uv;
if (_ALDecalUVMode == 1)
{
float2 uvdir = uv * 2 - 1;
aluv.x = frac(atan2(uvdir.y, uvdir.x) * UNITY_INV_TWO_PI);
aluv.y = length(uvdir);
}
// Scale / Offset / Step
float maskY = aluv.y;
if (_ALDecalUVMode == 1)
{
maskY = remap(maskY, _ALDecaldCircleDimensions.x, _ALDecaldCircleDimensions.y, 0, 1);
}
float maskX = aluv.x;
if (_ALDecalUVMode == 1)
{
maskX = remap(maskX, _ALDecaldCircleDimensions.z, _ALDecaldCircleDimensions.w, 0, 1);
}
float maskVolume = _ALDecalVolumeStep != 0.0 ? floor(maskY * _ALDecalVolumeStep) / _ALDecalVolumeStep : maskY;
float maskBand = _ALDecalBandStep != 0.0 ? floor(maskX * _ALDecalBandStep) / _ALDecalBandStep : maskX;
// Copy
audioLinkMask.r = maskVolume;
audioLinkMask.g = maskBand;
// Clip
audioLinkMask.b = maskVolume < _ALDecalVolumeClipMin || maskVolume > _ALDecalVolumeClipMax ? 0.0 : audioLinkMask.b;
audioLinkMask.b = maskBand < _ALDecalBandClipMin || maskBand > _ALDecalBandClipMax ? 0.0 : audioLinkMask.b;
// Shape Clip
if (_ALDecalShapeClip)
{
float volumeth = _ALDecalShapeClipVolumeWidth;
if (_ALDecalVolumeStep != 0.0) audioLinkMask.b = frac(maskY * _ALDecalVolumeStep) > volumeth ? 0.0 : audioLinkMask.b;
float bandwidth = _ALDecalUVMode == 1 ? _ALDecalShapeClipBandWidth / aluv.y : _ALDecalShapeClipBandWidth;
float bandth = 1.0 - bandwidth;
if (_ALDecalBandStep != 0.0) audioLinkMask.b = frac(maskX * _ALDecalBandStep + bandth * 0.5) < bandth ? 0.0 : audioLinkMask.b;
}
// AudioLink
float2 audioLinkUV = float2(frac(audioLinkMask.g * 2.0), 4.5 / 4.0 + floor(audioLinkMask.g * 2.0) / 4.0);
audioLinkUV.y *= 0.0625;
float4 audioTexture = _AudioTexture.Sample(sampler_linear_clamp, audioLinkUV);
float audioVal = audioTexture.b * _ALDecalVolume * lerp(_ALDecalBaseBoost, _ALDecalTrebleBoost, audioLinkMask.g);
float audioLinkValue = _ALDecalLineWidth < 1.0 ? abs(audioVal - audioLinkMask.r) < _ALDecalLineWidth : audioVal > audioLinkMask.r * 2.0;
audioLinkValue = saturate(audioLinkValue) * audioLinkMask.b;
//clip(audioLinkValue - .5);
audioLinkValue *= colorAndMask.a;
if (!poiMods.audioLinkAvailable)
{
audioLinkValue = 0;
}
float3 alColorChord = _AudioTexture.Sample(sampler_linear_clamp, float2(maskX, 24.5 / 64.0)).rgb;
float volumeColorSrc = audioLinkMask.g;
if (_ALDecalVolumeColorSource == 1) volumeColorSrc = audioLinkMask.r;
if (_ALDecalVolumeColorSource == 2) volumeColorSrc = audioVal;
float3 lowColor = _ALDecalVolumeColorLow.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorLow.rgb, _ALDecalVolumeColorLowThemeIndex);
float3 midColor = _ALDecalVolumeColorMid.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorMid.rgb, _ALDecalVolumeColorMidThemeIndex);
float3 highColor = _ALDecalVolumeColorHigh.rgb * poiThemeColor(poiMods, _ALDecalVolumeColorHigh.rgb, _ALDecalVolumeColorHighThemeIndex);
float3 volumeColor = lerp(lowColor, midColor, saturate(volumeColorSrc * 2));
volumeColor = lerp(volumeColor, highColor, saturate(volumeColorSrc * 2 - 1));
float3 emissionColor = lerp(lowColor * _ALDecalLowEmission, midColor * _ALDecalMidEmission, saturate(volumeColorSrc * 2));
emissionColor = lerp(emissionColor, highColor * _ALDecalHighEmission, saturate(volumeColorSrc * 2 - 1));
//poiFragData.baseColor = lerp(poiFragData.baseColor, volumeColor, audioLinkValue);
#if defined(POI_PASS_BASE) || defined(POI_PASS_ADD)
poiFragData.emission += emissionColor * audioLinkValue;
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor, customBlend(poiFragData.baseColor, volumeColor * colorAndMask.rgb, _ALDecalBlendType), saturate(_ALDecalBlendAlpha * audioLinkValue));
#endif
poiFragData.alpha = lerp(poiFragData.alpha, poiFragData.alpha * audioLinkValue, _ALDecalControlsAlpha);
}
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
void applyFlipbook(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
float4 flipBookPixel = float4(0, 0, 0, 0);
#if defined(PROP_FLIPBOOKMASK) || !defined(OPTIMIZER_ENABLED)
float flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiUV(poiMesh.uv[_FlipbookMaskUV], _FlipbookMask_ST), _FlipbookMaskPan)[_FlipbookMaskChannel];
#else
float flipBookMask = 1;
#endif
if (_FlipbookMaskGlobalMask > 0)
{
flipBookMask = customBlend(flipBookMask, poiMods.globalMask[_FlipbookMaskGlobalMask-1], _FlipbookMaskGlobalMaskBlendType);
}
float4 flipbookScaleOffset = _FlipbookScaleOffset;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookScaleOffset.xy += lerp(_AudioLinkFlipbookScale.xy, _AudioLinkFlipbookScale.zw, poiMods.audioLink[_AudioLinkFlipbookScaleBand]);
}
#endif
flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
float2 uv = frac(poiMesh.uv[_FlipbookTexArrayUV]);
float theta = radians(_FlipbookRotation + _Time.z * _FlipbookRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = flipbookScaleOffset.zw + .5;
// 2d rotation
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float4 sideOffset = float4(-(_FlipbookSideOffset.x), _FlipbookSideOffset.y, -(_FlipbookSideOffset.z), _FlipbookSideOffset.w);
float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.xz, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw + sideOffset.yw, float2(0, 0), float2(1, 1));
UNITY_BRANCH
if (_FlipbookTiled == 0)
{
if (max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
return;
}
}
float currentFrame = 0;
float width;
float height;
float totalFrames;
_FlipbookTexArray.GetDimensions(width, height, totalFrames);
if (_FlipbookStartAndEnd)
{
totalFrames -= (totalFrames - min(max(_FlipbookStartFrame, _FlipbookEndFrame), totalFrames));
totalFrames -= max(0, _FlipbookStartFrame);
}
if (!_FlipbookManualFrameControl)
{
if (_FlipbookFPS != 0)
{
currentFrame = ((_Time.y / (1 / _FlipbookFPS)) + _FlipbookFrameOffset) % totalFrames;
if (_FlipbookStartAndEnd)
{
currentFrame += _FlipbookStartFrame;
}
}
}
else
{
currentFrame = fmod(_FlipbookCurrentFrame, totalFrames);
}
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
if (_FlipbookChronotensityEnabled)
{
currentFrame += AudioLinkGetChronoTime(_FlipbookChronoType, _FlipbookChronotensityBand) * _FlipbookChronotensitySpeed;
}
currentFrame += lerp(_AudioLinkFlipbookFrame.x, _AudioLinkFlipbookFrame.y, poiMods.audioLink[_AudioLinkFlipbookFrameBand]);
float totalFramesAL = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesAL += max(0, _FlipbookStartFrame);
}
currentFrame %= totalFramesAL;
}
#endif
flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor(currentFrame)));
UNITY_BRANCH
if (_FlipbookCrossfadeEnabled)
{
float totalFramesCF = totalFrames;
if (_FlipbookStartAndEnd)
{
totalFramesCF += max(0, _FlipbookStartFrame);
}
float4 flipbookNextPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, floor((currentFrame + 1) % totalFramesCF)));
flipBookPixel = lerp(flipBookPixel, flipbookNextPixel, smoothstep(_FlipbookCrossfadeRange.x, _FlipbookCrossfadeRange.y, frac(currentFrame)));
}
UNITY_BRANCH
if (_FlipbookIntensityControlsAlpha)
{
flipBookPixel.a = poiMax(flipBookPixel.rgb);
}
UNITY_BRANCH
if (_FlipbookColorReplaces)
{
flipBookPixel.rgb = poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
else
{
flipBookPixel.rgb *= poiThemeColor(poiMods, _FlipbookColor.rgb, _FlipbookColorThemeIndex);
}
UNITY_BRANCH
if (_FlipbookHueShiftEnabled)
{
flipBookPixel.rgb = hueShift(flipBookPixel.rgb, _FlipbookHueShift + _Time.x * _FlipbookHueShiftSpeed);
}
half flipbookAlpha = 1;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookAlpha += saturate(lerp(_AudioLinkFlipbookAlpha.x, _AudioLinkFlipbookAlpha.y, poiMods.audioLink[_AudioLinkFlipbookAlphaBand]));
}
#endif
#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
poiFragData.baseColor = lerp(poiFragData.baseColor, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * _FlipbookReplace * flipBookMask * flipbookAlpha);
poiFragData.baseColor = poiFragData.baseColor + flipBookPixel.rgb * _FlipbookAdd * flipBookMask * flipbookAlpha;
poiFragData.baseColor = poiFragData.baseColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * flipBookMask * _FlipbookMultiply * flipbookAlpha);
float flipbookEmissionStrength = _FlipbookEmissionStrength;
#ifdef POI_AUDIOLINK
if (poiMods.audioLinkAvailable)
{
flipbookEmissionStrength += max(lerp(_AudioLinkFlipbookEmission.x, _AudioLinkFlipbookEmission.y, poiMods.audioLink[_AudioLinkFlipbookEmissionBand]), 0);
}
#endif
poiFragData.emission += lerp(0, flipBookPixel.rgb * flipbookEmissionStrength, flipBookPixel.a * _FlipbookColor.a * flipBookMask * flipbookAlpha);
#endif
UNITY_BRANCH
if (_FlipbookAlphaControlsFinalAlpha)
{
poiFragData.alpha = lerp(poiFragData.alpha, flipBookPixel.a * _FlipbookColor.a, flipBookMask);
}
#endif
}
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
void applyMirror(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
{
float inMirror = 0;
if (_VisibilityMode == 1) // VRC
inMirror = VRCMirrorMode() > 0;
else // Generic (CVR, etc)
inMirror = IsInMirror();
#if (defined(POI_PASS_BASE) || defined(POI_PASS_ADD))
#if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 mirrorTexture = POI2D_SAMPLER_PAN(_MirrorTexture, _MainTex, poiMesh.uv[_MirrorTextureUV], _MirrorTexturePan);
if (inMirror)
{
poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, mirrorTexture.rgb, _MirrorTextureBlendType), mirrorTexture.a * _MirrorColor.a);
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#else
if (inMirror)
{
poiFragData.baseColor.rgb *= poiThemeColor(poiMods, _MirrorColor.rgb, _MirrorColorThemeIndex);
}
#endif
#endif
}
#endif
//endex
//ifex _EnableTouchGlow==0
#ifdef GRAIN
void applyDepthFX(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiMods poiMods)
{
float3 touchEmission = 0;
float perspectiveDivide = 1.0f / poiCam.clipPos.w;
float4 direction = poiCam.worldDirection * perspectiveDivide;
float2 screenPos = poiCam.grabPos.xy * perspectiveDivide;
float z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenPos);
#if UNITY_REVERSED_Z
if (z == 0)
#else
if (z == 1)
#endif
return;
float depth = CorrectedLinearEyeDepth(z, direction.w);
float3 worldpos = direction * depth + _WorldSpaceCameraPos.xyz;
/*
finalColor.rgb = frac(worldpos);
return;
*/
float diff = distance(worldpos, poiMesh.worldPos);
//poiFragData.finalColor = diff;
#if defined(PROP_DEPTHMASK) || !defined(OPTIMIZER_ENABLED)
float depthMask = POI2D_SAMPLER_PAN(_DepthMask, _MainTex, poiUV(poiMesh.uv[_DepthMaskUV], _DepthMask_ST), _DepthMaskPan)[_DepthMaskChannel];
#else
float depthMask = 1;
#endif
if (_DepthMaskGlobalMask > 0)
{
depthMask = customBlend(depthMask, poiMods.globalMask[_DepthMaskGlobalMask-1], _DepthMaskGlobalMaskBlendType);
}
if (_DepthColorToggle)
{
float colorBlendAlpha = lerp(_DepthColorMinValue, _DepthColorMaxValue, remapClamped(_DepthColorMinDepth, _DepthColorMaxDepth, diff));
#if defined(PROP_DEPTHTEXTURE) || !defined(OPTIMIZER_ENABLED)
float2 depthTextureUV = float2(0, 0);
if (_DepthTextureUV == 8)
{
depthTextureUV = lerp(0, 1, remapClamped(_DepthColorMinDepth, _DepthColorMaxDepth, diff));
}
else
{
depthTextureUV = poiMesh.uv[_DepthTextureUV];
}
float3 depthColor = POI2D_SAMPLER_PAN(_DepthTexture, _MainTex, poiUV(depthTextureUV, _DepthTexture_ST), _DepthTexturePan).rgb * poiThemeColor(poiMods, _DepthColor, _DepthColorThemeIndex);
#else
float3 depthColor = poiThemeColor(poiMods, _DepthColor, _DepthColorThemeIndex);
#endif
switch(_DepthColorBlendMode)
{
case 0:
{
poiFragData.finalColor = lerp(poiFragData.finalColor, depthColor, colorBlendAlpha * depthMask);
break;
}
case 1:
{
poiFragData.finalColor *= lerp(1, depthColor, colorBlendAlpha * depthMask);
break;
}
case 2:
{
poiFragData.finalColor = saturate(poiFragData.finalColor + lerp(0, depthColor, colorBlendAlpha * depthMask));
break;
}
}
poiFragData.emission += depthColor * colorBlendAlpha * _DepthEmissionStrength * depthMask;
}
if (_DepthAlphaToggle)
{
poiFragData.alpha *= lerp(poiFragData.alpha, saturate(lerp(_DepthAlphaMinValue, _DepthAlphaMaxValue, remapClamped(_DepthAlphaMinDepth, _DepthAlphaMaxDepth, diff))), depthMask);
}
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
void calculateBlackLightMasks(in PoiMesh poiMesh, inout PoiMods poiMods)
{
#ifdef VERTEXLIGHT_ON
for (int lightIndex = 0; lightIndex < 4; lightIndex ++)
{
float3 lightPos = float3(unity_4LightPosX0[lightIndex], unity_4LightPosY0[lightIndex], unity_4LightPosZ0[lightIndex]);
if (!distance(unity_LightColor[lightIndex].rgb, float3(0, 0, 0)))
{
if (_BlackLightMasking0GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking0Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking0GlobalMaskIndex-1, _BlackLightMasking0GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking1GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking1Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking1GlobalMaskIndex-1, _BlackLightMasking1GlobalMaskBlendType, smoothstep(_BlackLightMasking1Range.y, _BlackLightMasking1Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking2GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking2Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking2GlobalMaskIndex-1, _BlackLightMasking2GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
if (_BlackLightMasking3GlobalMaskIndex > 0)
{
if(unity_LightColor[lightIndex].a == _BlackLightMasking3Key)
{
applyToGlobalMask(poiMods, _BlackLightMasking3GlobalMaskIndex-1, _BlackLightMasking3GlobalMaskBlendType, smoothstep(_BlackLightMasking0Range.y, _BlackLightMasking0Range.x, distance(poiMesh.worldPos, lightPos)));
}
}
}
}
#endif
}
#endif
//endex
// normal correct code from https://github.com/yoship1639/UniToon (MIT)
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
void applyNormalCorrect(inout VertexOut i)
{
float3 normalCorrectObject = i.localPos.xyz - _NormalCorrectOrigin;
normalCorrectObject.y = 0;
normalCorrectObject = normalize(normalCorrectObject);
float3 normalCorrectWorld = UnityObjectToWorldDir(normalCorrectObject);
i.normal.xyz = normalize(lerp(i.normal.xyz, normalCorrectWorld, _NormalCorrectAmount));
i.objNormal.xyz = normalize(lerp(i.objNormal.xyz, normalCorrectObject, _NormalCorrectAmount));
}
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
void ApplyBacklight(inout PoiFragData poiFragData, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiCam poiCam, inout PoiMods poiMods)
{
// Color
float3 backlightColor = _BacklightColor.rgb;
#if defined(PROP_BACKLIGHTCOLORTEX) || !defined(OPTIMIZER_ENABLED)
backlightColor *= POI2D_SAMPLER_PAN(_BacklightColorTex, _MainTex, poiUV(poiMesh.uv[_BacklightColorTexUV], _BacklightColorTex_ST), _BacklightColorTexPan).rgb;
#endif
float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], _BacklightNormalStrength);
// Factor
float3 headDir = normalize(getCameraPosition() - poiMesh.worldPos.xyz);
float headDotLight = dot(headDir, poiLight.direction);
float backlightFactor = pow(saturate(-headDotLight * 0.5 + 0.5), max(0, _BacklightDirectivity));
float backlightLN = dot(normalize(-headDir * _BacklightViewStrength + poiLight.direction), normal) * 0.5 + 0.5;
if(_BacklightReceiveShadow) backlightLN *= saturate(poiLight.attenuation);
backlightLN = poiEdgeLinear(backlightLN, _BacklightBorder, _BacklightBlur);
float backlight = saturate(backlightFactor * backlightLN);
backlight = !poiMesh.isFrontFace && _BacklightBackfaceMask ? 0.0 : backlight;
// Blend
backlightColor = lerp(backlightColor, backlightColor * poiFragData.baseColor, _BacklightMainStrength);
poiLight.finalLightAdd += backlight * backlightColor * poiLight.directColor;
}
#endif
//endex
//ifex _VideoEffectsEnable==0
float3 applyBacklight(float3 videoTexture, half backlightStrength)
{
return max(backlightStrength, videoTexture.rgb);
}
float3 applyViewAngleTN(float3 videoTexture, PoiCam poiCam, PoiMesh poiMesh)
{
float3 reflectionVector = normalize(reflect(poiCam.viewDir.rgb, poiMesh.normals[1].rgb));
float upwardShift = dot(reflectionVector, poiMesh.binormal[0]);
upwardShift = pow(upwardShift, 1);
float sideShift = dot(reflectionVector, poiMesh.tangent[0]);
sideShift *= pow(sideShift, 3);
#if !UNITY_COLORSPACE_GAMMA
videoTexture = LinearToGammaSpace(videoTexture);
#endif
videoTexture = saturate(lerp(half3(0.5, 0.5, 0.5), videoTexture, upwardShift + 1));
#if !UNITY_COLORSPACE_GAMMA
videoTexture = GammaToLinearSpace(videoTexture);
#endif
videoTexture = (lerp(videoTexture, videoTexture.gbr, sideShift));
return videoTexture;
}
float calculateCRTPixelBrightness(float2 uv)
{
float totalPixels = _VideoResolution.x * _VideoResolution.y;
float2 uvPixel = float2((floor((1 - uv.y) * _VideoResolution.y)) / _VideoResolution.y, (floor(uv.x * _VideoResolution.x)) / _VideoResolution.x);
float currentPixelNumber = _VideoResolution.x * (_VideoResolution.y * uvPixel.x) + _VideoResolution.y * uvPixel.y;
float currentPixelAlpha = currentPixelNumber / totalPixels;
half electronBeamAlpha = frac(_Time.y * _VideoCRTRefreshRate);
float electronBeamPixelNumber = totalPixels * electronBeamAlpha;
float DistanceInPixelsFromCurrentElectronBeamPixel = 0;
if (electronBeamPixelNumber >= currentPixelNumber)
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber - currentPixelNumber;
}
else
{
DistanceInPixelsFromCurrentElectronBeamPixel = electronBeamPixelNumber + (totalPixels - currentPixelNumber);
}
float CRTFrameTime = 1 / _VideoCRTRefreshRate;
float timeSincecurrentPixelWasHitByElectronBeam = (DistanceInPixelsFromCurrentElectronBeamPixel / totalPixels);
return saturate(_VideoCRTPixelEnergizedTime - timeSincecurrentPixelWasHitByElectronBeam);
}
void applyContrastSettings(inout float3 pixel)
{
#if !UNITY_COLORSPACE_GAMMA
pixel = LinearToGammaSpace(pixel);
#endif
pixel = saturate(lerp(half3(0.5, 0.5, 0.5), pixel, _VideoContrast + 1));
#if !UNITY_COLORSPACE_GAMMA
pixel = GammaToLinearSpace(pixel);
#endif
}
void applySaturationSettings(inout float3 pixel)
{
pixel = lerp(pixel.rgb, dot(pixel.rgb, float3(0.3, 0.59, 0.11)), -(_VideoSaturation));
}
void applyVideoSettings(inout float3 pixel)
{
applySaturationSettings(pixel);
applyContrastSettings(pixel);
}
void calculateLCD(inout float4 videoTexture, float3 pixels)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateTN(inout float4 videoTexture, float3 pixels, PoiCam poiCam, PoiMesh poiMesh)
{
videoTexture.rgb = applyBacklight(videoTexture, _VideoBacklight * .01);
videoTexture.rgb = applyViewAngleTN(videoTexture, poiCam, poiMesh);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateCRT(inout float4 videoTexture, float3 pixels, float2 uv)
{
float brightness = calculateCRTPixelBrightness(uv);
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * brightness * _VideoBacklight;
}
void calculateOLED(inout float4 videoTexture, float3 pixels)
{
applyVideoSettings(videoTexture.rgb);
videoTexture.rgb = videoTexture * pixels * _VideoBacklight;
}
void calculateGameboy(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
// half brightness = saturate((videoTexture.r + videoTexture.g + videoTexture.b) * .3333333);
half brightness = LinearRgbToLuminance(LinearToGammaSpace(videoTexture.rgb));
#if defined(PROP_VIDEOGAMEBOYRAMP) || !defined(OPTIMIZER_ENABLED)
videoTexture.rgb = tex2Dlod(_VideoGameboyRamp, float4(brightness.xx, 0, 0));
#else
float3 dg = float3(0.00392156863, 0.0392156863, 0.00392156863);
float3 lg = float3(0.333333333, 0.5, 0.00392156863);
videoTexture.rgb = lerp(dg, lg, brightness);
#endif
}
void calculateProjector(inout float4 videoTexture)
{
applyVideoSettings(videoTexture.rgb);
float3 projectorColor = videoTexture * _VideoBacklight;
videoTexture.r = clamp(projectorColor.r, videoTexture.r, 1000);
videoTexture.g = clamp(projectorColor.g, videoTexture.g, 1000);
videoTexture.b = clamp(projectorColor.b, videoTexture.b, 1000);
}
void applyVideoEffectsMainTex(inout float4 mainTexture, in PoiMesh poiMesh)
{
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
float2 originalUVs = uvs;
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
mainTexture = _MainTex.SampleGrad(sampler_MainTex, uvs, ddx(originalUVs), ddy(originalUVs));
}
}
void applyVideoEffects(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
{
#if defined(PROP_VIDEOPIXELTEXTURE) || !defined(OPTIMIZER_ENABLED)
float3 pixels = tex2D(_VideoPixelTexture, poiUV(poiMesh.uv[_VideoPixelTextureUV], _VideoPixelTexture_ST) * _VideoResolution);
#else
float3 pixels = 1;
#endif
float2 uvs = poiMesh.uv[_MainTexUV];
if(_VideoPixelateToResolution)
{
uvs = sharpSample(float4(1/_VideoResolution.xy, _VideoResolution.xy), uvs);
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
else
{
uvs = poiUV(uvs, _MainTex_ST) + _Time.x * _MainTexPan;
}
float4 modifiedVideoTexture = 0;
modifiedVideoTexture.rgb = poiFragData.baseColor;
modifiedVideoTexture.a = poiFragData.alpha;
// UNITY_BRANCH
// if(_VideoRepeatVideoTexture == 1)
// {
// if(poiMesh.uv[_VideoUVNumber].x > 1 || poiMesh.uv[_VideoUVNumber].x < 0 || poiMesh.uv[_VideoUVNumber].y > 1 || poiMesh.uv[_VideoUVNumber].y < 0)
// {
// return;
// }
// }
switch(_VideoType)
{
case 0: // LCD
{
calculateLCD(modifiedVideoTexture, pixels);
break;
}
case 1: // TN
{
calculateTN(modifiedVideoTexture, pixels, poiCam, poiMesh);
break;
}
case 2: // CRT
{
calculateCRT(modifiedVideoTexture, pixels, uvs);
break;
}
case 3: // OLED
{
calculateOLED(modifiedVideoTexture, pixels);
break;
}
case 4: // Gameboy
{
calculateGameboy(modifiedVideoTexture);
break;
}
case 5: // Projector
{
calculateProjector(modifiedVideoTexture);
break;
}
}
#if defined(PROP_VIDEOMASKTEXTURE) || !defined(OPTIMIZER_ENABLED)
float screenMask = POI2D_SAMPLER_PAN(_VideoMaskTexture, _MainTex, poiUV(poiMesh.uv[_VideoMaskTextureUV], _VideoMaskTexture_ST), _VideoMaskTexturePan)[_VideoMaskTextureChannel];
#else
float screenMask = 1;
#endif
poiFragData.baseColor = lerp(poiFragData.baseColor, modifiedVideoTexture, screenMask);
// UNITY_BRANCH
if (_VideoEmissionEnabled)
{
poiFragData.emission += modifiedVideoTexture.rgb * screenMask;
}
}
//endex
float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
{
//ifex _EnableDepthBulge==0
#ifdef POI_DEPTHBULGE
clip(-1);
return 0;
#endif
//endex
//ifex _EnableTouchGlow==0
#ifdef GRAIN
clip(-1);
return 0;
#endif
//endex
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
PoiMesh poiMesh;
PoiInitStruct(PoiMesh, poiMesh);
PoiLight poiLight;
PoiInitStruct(PoiLight, poiLight);
PoiVertexLights poiVertexLights;
PoiInitStruct(PoiVertexLights, poiVertexLights);
PoiCam poiCam;
PoiInitStruct(PoiCam, poiCam);
PoiMods poiMods;
PoiInitStruct(PoiMods, poiMods);
poiMods.globalEmission = 1;
PoiFragData poiFragData;
poiFragData.emission = 0;
poiFragData.baseColor = float3(0, 0, 0);
poiFragData.finalColor = float3(0, 0, 0);
poiFragData.alpha = 1;
#ifdef POI_UDIMDISCARD
applyUDIMDiscard(i);
#endif
//ifex _NormalCorrect==0
#ifdef POI_NORMALCORRECT
applyNormalCorrect(i);
#endif
//endex
// Mesh Data
poiMesh.objectPosition = i.objectPos;
poiMesh.objNormal = i.objNormal;
poiMesh.normals[0] = i.normal;
poiMesh.tangent[0] = i.tangent;
poiMesh.binormal[0] = i.binormal;
poiMesh.worldPos = i.worldPos.xyz;
poiMesh.localPos = i.localPos.xyz;
poiMesh.vertexColor = i.vertexColor;
poiMesh.isFrontFace = facing;
#ifndef POI_PASS_OUTLINE
if (!poiMesh.isFrontFace)
{
poiMesh.normals[0] *= -1;
poiMesh.tangent[0] *= -1;
poiMesh.binormal[0] *= -1;
}
#endif
poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
poiCam.tangentViewDir = normalize(ase_tanViewDir);
// 0-3 UV0-UV3
// 4 Panosphere UV
// 5 world pos xz
// 6 Polar UV
// 6 Distorted UV
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
poiMesh.lightmapUV = i.lightmapUV;
#endif
poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
poiMesh.uv[0] = i.uv[0];
poiMesh.uv[1] = i.uv[1];
poiMesh.uv[2] = i.uv[2];
poiMesh.uv[3] = i.uv[3];
poiMesh.uv[4] = poiMesh.uv[0];
poiMesh.uv[5] = poiMesh.worldPos.xz;
poiMesh.uv[6] = poiMesh.uv[0];
poiMesh.uv[7] = poiMesh.uv[0];
poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
//ifex _EnableDistortion==0
#ifdef USER_LUT
poiMesh.uv[7] = distortedUV(poiMesh);
#endif
//endex
/*
half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
poiMesh[8] = half2(dot(worldViewRight, poiMesh.normals[_MatcapNormal]), dot(worldViewUp, poiMesh.normals[_MatcapNormal])) * _MatcapBorder + 0.5;
*/
//ifex _PoiParallax==0
#ifdef POI_PARALLAX
#ifndef POI_PASS_OUTLINE
//return frac(i.tangentViewDir.x);
//return float4(i.binormal.xyz,1);
applyParallax(poiMesh, poiLight, poiCam);
#endif
#endif
//endex
float2 mainUV = poiMesh.uv[_MainTexUV].xy;
if (_MainPixelMode)
{
mainUV = sharpSample(_MainTex_TexelSize, mainUV);
}
float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, _MainTex_ST), _MainTexPan, _MainTexStochastic);
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffectsMainTex(mainTexture, poiMesh);
}
//endex
#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[_BumpMapUV].xy, _BumpMap_ST), _BumpMapPan, _BumpMapStochastic), _BumpScale);
#else
poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
#endif
//ifex _DetailEnabled==0
#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
ApplyDetailNormal(poiMods, poiMesh);
#endif
//endex
//ifex _RGBMaskEnabled==0
//ifex _RgbNormalsEnabled==0
#if defined(GEOM_TYPE_MESH) && defined(VIGNETTE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
calculateRGBNormals(poiMesh);
#endif
//endex
//endex
poiMesh.normals[1] = normalize(
poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
);
poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
#ifdef POI_PASS_OUTLINE
poiMesh.normals[1] = poiMesh.normals[0];
#endif
// Camera data
poiCam.forwardDir = getCameraForward();
poiCam.worldPos = _WorldSpaceCameraPos;
poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
//poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
poiCam.grabPos = i.grabPos;
poiCam.screenUV = calcScreenUVs(i.grabPos);
poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
poiCam.clipPos = i.pos;
poiCam.worldDirection = i.worldDirection;
//ifex _GlobalMaskTexturesEnable==0
#ifdef POI_GLOBALMASK_TEXTURES
ApplyGlobalMaskTextures(poiMesh, poiMods);
#endif
//endex
ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
//ifex _GlobalMaskOptionsEnable==0
if(_GlobalMaskOptionsEnable)
{
ApplyGlobalMaskOptions(poiMods);
}
//endex
//ifex _EnableAudioLink==0
#ifdef POI_AUDIOLINK
SetupAudioLink(poiFragData, poiMods, poiMesh);
#endif
//endex
//ifex _TPSPenetratorEnabled==0
#ifdef TPS_Penetrator
if (_TPS_BufferedDepthGlobalMaskIndex > 0)
{
applyToGlobalMask(poiMods, _TPS_BufferedDepthGlobalMaskIndex-1, _TPS_BufferedDepthGlobalMaskBlendType, TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor));
}
#endif
//endex
//ifex _BlackLightMaskingEnabled==0
#ifdef POI_BLACKLIGHTMASKING
calculateBlackLightMasks(poiMesh, poiMods);
#endif
//endex
poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, _ColorThemeIndex);
poiFragData.alpha = mainTexture.a * _Color.a;
//ifex _MainColorAdjustToggle==0
#ifdef COLOR_GRADING_HDR
#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[_MainColorAdjustTextureUV], _MainColorAdjustTexture_ST), _MainColorAdjustTexturePan);
#else
float4 hueShiftAlpha = 1;
#endif
if (_MainHueGlobalMask > 0)
{
hueShiftAlpha.r = customBlend(hueShiftAlpha.r, poiMods.globalMask[_MainHueGlobalMask-1], _MainHueGlobalMaskBlendType);
}
if (_MainSaturationGlobalMask > 0)
{
hueShiftAlpha.b = customBlend(hueShiftAlpha.b, poiMods.globalMask[_MainSaturationGlobalMask-1], _MainSaturationGlobalMaskBlendType);
}
if (_MainBrightnessGlobalMask > 0)
{
hueShiftAlpha.g = customBlend(hueShiftAlpha.g, poiMods.globalMask[_MainBrightnessGlobalMask-1], _MainBrightnessGlobalMaskBlendType);
}
if (_MainHueShiftToggle)
{
float shift = _MainHueShift;
#ifdef POI_AUDIOLINK
//UNITY_BRANCH
if (poiMods.audioLinkAvailable && _MainHueALCTEnabled)
{
shift += AudioLinkGetChronoTime(_MainALHueShiftCTIndex, _MainALHueShiftBand) * _MainHueALMotionSpeed;
}
#endif
if (_MainHueShiftReplace)
{
poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + _MainHueShiftSpeed * _Time.x), hueShiftAlpha.r);
}
else
{
poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + _MainHueShiftSpeed * _Time.x)));
}
}
poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), -(_Saturation) * hueShiftAlpha.b);
poiFragData.baseColor = saturate(poiFragData.baseColor + _MainBrightness * hueShiftAlpha.g);
#endif
//endex
#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[_ClippingMaskUV], _ClippingMask_ST), _ClippingMaskPan).r;
if (_Inverse_Clipping)
{
alphaMask = 1 - alphaMask;
}
poiFragData.alpha *= alphaMask;
#endif
//ifex _VideoEffectsEnable==0
if (_VideoEffectsEnable)
{
applyVideoEffects(poiFragData, poiCam, poiMesh, poiLight, poiMods);
}
//endex
applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
//ifex _MainVertexColoringEnabled==0
applyVertexColor(poiFragData, poiMesh);
//endex
//ifex _BackFaceEnabled!=1
#ifdef POI_BACKFACE
ApplyBackFaceColor(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableDissolve==0
#ifdef DISTORT
applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
#endif
//endex
//ifex _EnableALDecal==0
#ifdef POI_AUDIOLINK
#ifdef POI_AL_DECAL
ApplyAudioLinkDecal(poiMesh, poiFragData, poiMods);
#endif
#endif
//endex
//ifex _EnableFlipbook==0
#ifdef _SUNDISK_HIGH_QUALITY
applyFlipbook(poiFragData, poiMesh, poiMods);
#endif
//endex
//ifex _EnableMirrorOptions==0
#ifdef POI_MIRROR
applyMirror(poiFragData, poiMesh, poiMods);
#endif
//endex
poiFragData.finalColor = poiFragData.baseColor;
//ifex _EnableTouchGlow==0
#ifdef GRAIN
applyDepthFX(poiFragData, poiCam, poiMesh, poiMods);
#endif
//endex
//ifex _BacklightEnabled!=1
#ifdef POI_BACKLIGHT
ApplyBacklight(poiFragData, poiMesh, poiLight, poiCam, poiMods);
#endif
//endex
//UNITY_BRANCH
if (_IgnoreFog == 0)
{
UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
}
poiFragData.alpha = _AlphaForceOpaque ? 1 : poiFragData.alpha;
//ifex _AlphaToCoverage==0 && isNotAnimated(_AlphaToCoverage)
ApplyAlphaToCoverage(poiFragData, poiMesh);
//endex
//ifex _AlphaDithering==0 && isNotAnimated(_AlphaDithering)
applyDithering(poiFragData, poiCam);
//endex
if (_Mode == POI_MODE_OPAQUE)
{
poiFragData.alpha = 1;
}
clip(poiFragData.alpha - _Cutoff);
return float4(poiFragData.finalColor, poiFragData.alpha) + POI_SAFE_RGB0;
}
ENDCG
}
}
CustomEditor "Thry.ShaderEditor"
}