res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Pro/Includes/CGI_PoiMatcap.cginc
2023-07-15 19:51:23 -07:00

160 lines
5.8 KiB
HLSL
Executable file

#ifndef MATCAP
#define MATCAP
#if defined(PROP_MATCAP) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_Matcap); float4 _Matcap_ST;
#endif
#if defined(PROP_MATCAPMASK) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_MatcapMask);
#endif
float _MatcapMaskInvert;
float _MatcapBorder;
float4 _MatcapColor;
float _MatcapIntensity;
float _MatcapReplace;
float _MatcapMultiply;
float _MatcapAdd;
float _MatcapEnable;
float _MatcapLightMask;
float _MatcapEmissionStrength;
float _MatcapNormal;
float _MatcapHueShiftEnabled;
float _MatcapHueShiftSpeed;
float _MatcapHueShift;
#ifdef COLOR_GRADING_HDR_3D
#if defined(PROP_MATCAP2) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_Matcap2);float4 _Matcap2_ST;
#endif
#if defined(PROP_MATCAP2MASK) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_Matcap2Mask);
#endif
float _Matcap2MaskInvert;
float _Matcap2Border;
float4 _Matcap2Color;
float _Matcap2Intensity;
float _Matcap2Replace;
float _Matcap2Multiply;
float _Matcap2Add;
float _Matcap2Enable;
float _Matcap2LightMask;
float _Matcap2EmissionStrength;
float _Matcap2Normal;
float _Matcap2HueShiftEnabled;
float _Matcap2HueShiftSpeed;
float _Matcap2HueShift;
#endif
void blendMatcap(inout float4 finalColor, float add, float multiply, float replace, float4 matcapColor, float matcapMask, inout float3 matcapEmission, float emissionStrength
#ifdef POI_LIGHTING
, float matcapLightMask
#endif
#ifdef POI_BLACKLIGHT
, uint blackLightMaskIndex
#endif
)
{
#ifdef POI_LIGHTING
if (matcapLightMask)
{
matcapMask *= lerp(1, poiLight.rampedLightMap, matcapLightMask);
}
#endif
#ifdef POI_BLACKLIGHT
if(blackLightMaskIndex != 4)
{
matcapMask *= blackLightMask[blackLightMaskIndex];
}
#endif
finalColor.rgb = lerp(finalColor.rgb, matcapColor.rgb, replace * matcapMask * matcapColor.a * .999999);
finalColor.rgb *= lerp(1, matcapColor.rgb, multiply * matcapMask * matcapColor.a);
finalColor.rgb += matcapColor.rgb * add * matcapMask * matcapColor.a;
matcapEmission += matcapColor.rgb * emissionStrength * matcapMask * matcapColor.a;
}
void applyMatcap(inout float4 finalColor, inout float3 matcapEmission)
{
float4 matcap = 0;
float matcapMask = 0;
float4 matcap2 = 0;
float matcap2Mask = 0;
// Both matcaps use the same coordinates
half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
// Matcap 1
half2 matcapUV = half2(dot(worldViewRight, poiMesh.normals[_MatcapNormal]), dot(worldViewUp, poiMesh.normals[_MatcapNormal])) * _MatcapBorder + 0.5;
#if defined(PROP_MATCAP) || !defined(OPTIMIZER_ENABLED)
matcap = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap)) * _MatcapColor;
#else
matcap = _MatcapColor;
#endif
matcap.rgb *= _MatcapIntensity;
#if defined(PROP_MATCAPMASK) || !defined(OPTIMIZER_ENABLED)
matcapMask = POI2D_SAMPLER_PAN(_MatcapMask, _MainTex, poiMesh.uv[_MatcapMaskUV], _MatcapMaskPan);
#else
matcapMask = 1;
#endif
if (_MatcapMaskInvert)
{
matcapMask = 1 - matcapMask;
}
UNITY_BRANCH
if(_MatcapHueShiftEnabled)
{
matcap.rgb = hueShift(matcap.rgb, _MatcapHueShift + _Time.x * _MatcapHueShiftSpeed);
}
blendMatcap(finalColor, _MatcapAdd, _MatcapMultiply, _MatcapReplace, matcap, matcapMask, matcapEmission, _MatcapEmissionStrength
#ifdef POI_LIGHTING
, _MatcapLightMask
#endif
#ifdef POI_BLACKLIGHT
, _BlackLightMaskMatcap
#endif
);
// Matcap 2
#ifdef COLOR_GRADING_HDR_3D
half2 matcapUV2 = half2(dot(worldViewRight, poiMesh.normals[_Matcap2Normal]), dot(worldViewUp, poiMesh.normals[_Matcap2Normal])) * _Matcap2Border + 0.5;
#if defined(PROP_MATCAP2) || !defined(OPTIMIZER_ENABLED)
matcap2 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap2, _MainTex, TRANSFORM_TEX(matcapUV2, _Matcap2)) * _Matcap2Color;
#else
matcap2 = _Matcap2Color;
#endif
matcap2.rgb *= _Matcap2Intensity;
#if defined(PROP_MATCAP2MASK) || !defined(OPTIMIZER_ENABLED)
matcap2Mask = POI2D_SAMPLER_PAN(_Matcap2Mask, _MainTex, poiMesh.uv[_Matcap2MaskUV], _Matcap2MaskPan);
#else
matcap2Mask = 1;
#endif
if (_Matcap2MaskInvert)
{
matcap2Mask = 1 - matcap2Mask;
}
UNITY_BRANCH
if(_Matcap2HueShiftEnabled)
{
matcap2.rgb = hueShift(matcap2.rgb, _Matcap2HueShift + _Time.x * _Matcap2HueShiftSpeed);
}
blendMatcap(finalColor, _Matcap2Add, _Matcap2Multiply, _Matcap2Replace, matcap2, matcap2Mask, matcapEmission, _Matcap2EmissionStrength
#ifdef POI_LIGHTING
, _Matcap2LightMask
#endif
#ifdef POI_BLACKLIGHT
, _BlackLightMaskMatcap2
#endif
);
#endif
}
#endif