61 lines
2.6 KiB
HLSL
Executable file
61 lines
2.6 KiB
HLSL
Executable file
#ifndef POI_IRIDESCENCE
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#define POI_IRIDESCENCE
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UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceRamp); float4 _IridescenceRamp_ST;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceMask); float4 _IridescenceMask_ST;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceNormalMap); float4 _IridescenceNormalMap_ST;
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uint _IridescenceNormalUV;
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uint _IridescenceMaskUV;
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uint _IridescenceNormalSelection;
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float _IridescenceNormalIntensity;
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float _IridescenceNormalToggle;
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float _IridescenceIntensity;
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fixed _IridescenceAddBlend;
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fixed _IridescenceReplaceBlend;
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fixed _IridescenceMultiplyBlend;
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float _IridescenceEmissionStrength;
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//global
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float3 calculateNormal(float3 baseNormal)
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{
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float3 normal = UnpackScaleNormal(UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceNormalMap, _MainTex, TRANSFORM_TEX(poiMesh.uv[_IridescenceNormalUV], _IridescenceNormalMap)), _IridescenceNormalIntensity);
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return normalize(
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normal.x * poiMesh.tangent +
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normal.y * poiMesh.binormal +
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normal.z * baseNormal
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);
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}
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float3 applyIridescence(inout float4 albedo)
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{
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float3 normal = poiMesh.normals[_IridescenceNormalSelection];
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// Use custom normal map
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UNITY_BRANCH
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if (_IridescenceNormalToggle)
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{
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normal = calculateNormal(normal);
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}
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float ndotv = dot(normal, poiCam.viewDir);
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float4 iridescenceColor = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceRamp, _MainTex, 1 - abs(ndotv));
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float4 iridescenceMask = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceMask, _MainTex, TRANSFORM_TEX(poiMesh.uv[_IridescenceMaskUV], _IridescenceMask));
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#ifdef POI_BLACKLIGHT
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if(_BlackLightMaskIridescence != 4)
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{
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iridescenceMask *= blackLightMask[_BlackLightMaskIridescence];
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}
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#endif
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albedo.rgb = lerp(albedo.rgb, saturate(iridescenceColor.rgb * _IridescenceIntensity), iridescenceColor.a * _IridescenceReplaceBlend * iridescenceMask);
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albedo.rgb += saturate(iridescenceColor.rgb * _IridescenceIntensity * iridescenceColor.a * _IridescenceAddBlend * iridescenceMask);
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albedo.rgb *= saturate(lerp(1, iridescenceColor.rgb * _IridescenceIntensity, iridescenceColor.a * _IridescenceMultiplyBlend * iridescenceMask));
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return saturate(iridescenceColor.rgb * _IridescenceIntensity) * iridescenceColor.a * iridescenceMask * _IridescenceEmissionStrength;
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}
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#endif |