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

54 lines
2.2 KiB
HLSL
Executable file

#ifndef POI_SPAWN_IN_FRAG
#define POI_SPAWN_FRAG
#ifndef SPAWN_IN_VARIABLES
#define SPAWN_IN_VARIABLES
float3 _SpawnInGradientStart;
float3 _SpawnInGradientFinish;
fixed _SpawnInAlpha;
fixed _SpawnInNoiseIntensity;
float3 _SpawnInEmissionColor;
float _SpawnInEmissionOffset;
float _SpawnInVertOffset;
float _SpawnInVertOffsetOffset;
float _EnableScifiSpawnIn;
#endif
UNITY_DECLARE_TEX2D_NOSAMPLER(_SpawnInNoise); float4 _SpawnInNoise_ST;
float calculateGradientValueFrag(float3 start, float3 finish, float3 localPos)
{
return inverseLerp3(start, finish, localPos);
}
void applySpawnIn(inout float4 finalColor, inout float3 spawnInEmission, float2 uv, float3 localPos)
{
UNITY_BRANCH
if (_EnableScifiSpawnIn)
{
float noise = UNITY_SAMPLE_TEX2D_SAMPLER(_SpawnInNoise, _MainTex, TRANSFORM_TEX(uv, _SpawnInNoise)).r * _SpawnInAlpha * _SpawnInNoiseIntensity;
float gradient = calculateGradientValueFrag(_SpawnInGradientStart, _SpawnInGradientFinish, localPos);
float inverseGradient = 1 - gradient;
float alpha = gradient - _SpawnInAlpha - noise;
spawnInEmission = saturate(inverseGradient + _SpawnInAlpha + _SpawnInEmissionOffset +noise - 1) * _SpawnInEmissionColor;
#if defined(TRANSPARENT) || defined(CUTOUT)
clip(ceil(alpha) - 0.001);
#endif
}
}
void applySpawnInShadow(float2 uv, float3 localPos)
{
UNITY_BRANCH
if(_EnableScifiSpawnIn)
{
float noise = UNITY_SAMPLE_TEX2D_SAMPLER(_SpawnInNoise, _MainTex, TRANSFORM_TEX(uv, _SpawnInNoise)).r * _SpawnInAlpha * _SpawnInNoiseIntensity;
float gradient = calculateGradientValueFrag(_SpawnInGradientStart, _SpawnInGradientFinish, localPos);
float alpha = gradient - _SpawnInAlpha - noise + length(_SpawnInVertOffset);
#if defined(TRANSPARENT) || defined(CUTOUT)
clip(ceil(alpha) - 0.001);
#endif
}
}
#endif