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101 lines
3.5 KiB
101 lines
3.5 KiB
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 * (_Sharpness + 1); |
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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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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 |
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float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); |
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pixelSize *= _TextureWidth * .75; |
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float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); |
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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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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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// 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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