105 lines
3.9 KiB
HLSL
Executable file
105 lines
3.9 KiB
HLSL
Executable file
#ifndef MATCAP
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#define MATCAP
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Matcap);
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POI_TEXTURE_NOSAMPLER(_MatcapMask);
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float _MatcapBorder;
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float4 _MatcapColor;
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float _MatcapIntensity;
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float _MatcapReplace;
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float _MatcapMultiply;
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float _MatcapAdd;
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float _MatcapEnable;
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float _MatcapLightMask;
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float _MatcapEmissionStrength;
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uint _MatcapNormal;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Matcap2);
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POI_TEXTURE_NOSAMPLER(_Matcap2Mask);
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float _Matcap2Border;
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float4 _Matcap2Color;
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float _Matcap2Intensity;
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float _Matcap2Replace;
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float _Matcap2Multiply;
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float _Matcap2Add;
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float _Matcap2Enable;
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float _Matcap2LightMask;
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float _Matcap2EmissionStrength;
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uint _Matcap2Normal;
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void blendMatcap(inout float4 finalColor, float add, float multiply, float replace, float4 matcapColor, float matcapMask, inout float3 matcapEmission, float emissionStrength
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#ifdef POI_LIGHTING
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,float matcapLightMask
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#endif
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#ifdef POI_BLACKLIGHT
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,uint blackLightMaskIndex
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#endif
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)
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{
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#ifdef POI_LIGHTING
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if (matcapLightMask)
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{
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matcapMask *= lerp(1, poiLight.rampedLightMap, matcapLightMask);
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}
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#endif
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#ifdef POI_BLACKLIGHT
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if(blackLightMaskIndex != 4)
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{
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matcapMask *= blackLightMask[blackLightMaskIndex];
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}
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#endif
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finalColor.rgb = lerp(finalColor.rgb, matcapColor.rgb, replace * matcapMask * matcapColor.a);
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finalColor.rgb *= lerp(1, matcapColor.rgb, multiply * matcapMask * matcapColor.a);
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finalColor.rgb += matcapColor.rgb * add * matcapMask * matcapColor.a;
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matcapEmission += matcapColor.rgb * emissionStrength * matcapMask * matcapColor.a;
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}
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float3 applyMatcap(inout float4 finalColor)
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{
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float4 matcap = 0;
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float matcapMask = 0;
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float4 matcap2 = 0;
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float matcap2Mask = 0;
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float3 matcapEmission = 0;
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// Both matcaps use the same coordinates
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half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
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half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
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// Matcap 1
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half2 matcapUV = half2(dot(worldViewRight, poiMesh.normals[_MatcapNormal]), dot(worldViewUp, poiMesh.normals[_MatcapNormal])) * _MatcapBorder + 0.5;
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matcap = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap, _MainTex, matcapUV) * _MatcapColor;
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matcap.rgb *= _MatcapIntensity;
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matcapMask = POI2D_SAMPLER_PAN(_MatcapMask, _MainTex, poiMesh.uv[_MatcapMaskUV], _MatcapMaskPan);
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blendMatcap(finalColor, _MatcapAdd, _MatcapMultiply, _MatcapReplace, matcap, matcapMask, matcapEmission, _MatcapEmissionStrength
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#ifdef POI_LIGHTING
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,_MatcapLightMask
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#endif
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#ifdef POI_BLACKLIGHT
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,_BlackLightMaskMatcap
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#endif
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);
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// Matcap 2
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UNITY_BRANCH
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if (_Matcap2Enable)
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{
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half2 matcapUV2 = half2(dot(worldViewRight, poiMesh.normals[_Matcap2Normal]), dot(worldViewUp, poiMesh.normals[_Matcap2Normal])) * _Matcap2Border + 0.5;
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matcap2 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap2, _MainTex, matcapUV2) * _Matcap2Color;
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matcap2.rgb *= _Matcap2Intensity;
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matcap2Mask = POI2D_SAMPLER_PAN(_Matcap2Mask, _MainTex, poiMesh.uv[_Matcap2MaskUV], _Matcap2MaskPan);
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blendMatcap(finalColor, _Matcap2Add, _Matcap2Multiply, _Matcap2Replace, matcap2, matcap2Mask, matcapEmission, _Matcap2EmissionStrength
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#ifdef POI_LIGHTING
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,_Matcap2LightMask
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#endif
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#ifdef POI_BLACKLIGHT
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,_BlackLightMaskMatcap2
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#endif
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);
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}
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return matcapEmission;
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}
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#endif |