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116 lines
3.9 KiB
116 lines
3.9 KiB
6 years ago
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void VertShader(inout appdata_full v, out Input data)
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{
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v.vertex.x += _VertexOffsetX;
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v.vertex.y += _VertexOffsetY;
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UNITY_INITIALIZE_OUTPUT(Input, data);
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float bold = step(v.texcoord1.y, 0);
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// Generate normal for backface
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float3 view = ObjSpaceViewDir(v.vertex);
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v.normal *= sign(dot(v.normal, view));
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#if USE_DERIVATIVE
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data.param.y = 1;
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#else
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float4 vert = v.vertex;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(v.texcoord1.y) * _GradientScale * 1.5;
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scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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data.param.y = scale;
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#endif
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//float opacity = v.color.a;
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data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
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v.texcoord1.xy = UnpackUV(v.texcoord1.x);
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data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
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}
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void PixShader(Input input, inout SurfaceOutput o)
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{
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#if USE_DERIVATIVE | BEVEL_ON
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float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
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float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
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tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
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tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
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tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
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#endif
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#if USE_DERIVATIVE
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// Screen space scaling reciprocal with anisotropic correction
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float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
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float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
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float2 tdx = ddx(input.uv_MainTex)*res;
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float2 tdy = ddy(input.uv_MainTex)*res;
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float lx = length(tdx);
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float ly = length(tdy);
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float s = sqrt(min(lx, ly) / max(lx, ly));
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s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
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float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
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#else
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float scale = input.param.y;
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#endif
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// Signed distance
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float c = tex2D(_MainTex, input.uv_MainTex).a;
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float sd = (.5 - c - input.param.x) * scale + .5;
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float outline = _OutlineWidth*_ScaleRatioA * scale;
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float softness = _OutlineSoftness*_ScaleRatioA * scale;
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// Color & Alpha
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float4 faceColor = _FaceColor;
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float4 outlineColor = _OutlineColor;
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faceColor *= input.color;
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outlineColor.a *= input.color.a;
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faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
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outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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faceColor.rgb /= max(faceColor.a, 0.0001);
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#if BEVEL_ON
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// Face Normal
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float3 n = GetSurfaceNormal(smp4x, input.param.x);
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// Bumpmap
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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bump = lerp(float3(0, 0, 1), bump, faceColor.a);
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n = normalize(n - bump);
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// Cubemap reflection
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
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float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#else
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float3 n = float3(0, 0, -1);
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float3 emission = float3(0, 0, 0);
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#endif
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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glowColor.a *= input.color.a;
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emission += glowColor.rgb*glowColor.a;
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faceColor = BlendARGB(glowColor, faceColor);
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faceColor.rgb /= max(faceColor.a, 0.0001);
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#endif
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// Set Standard output structure
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o.Albedo = faceColor.rgb;
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o.Normal = -n;
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o.Emission = emission;
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o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
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o.Gloss = 1;
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o.Alpha = faceColor.a;
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}
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