1
|
float2 UnpackUV(float uv)
|
2
|
{
|
3
|
float2 output;
|
4
|
output.x = floor(uv / 4096);
|
5
|
output.y = uv - 4096 * output.x;
|
6
|
|
7
|
return output * 0.001953125;
|
8
|
}
|
9
|
|
10
|
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
|
11
|
{
|
12
|
half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
|
13
|
half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
|
14
|
|
15
|
faceColor.rgb *= faceColor.a;
|
16
|
outlineColor.rgb *= outlineColor.a;
|
17
|
|
18
|
faceColor = lerp(faceColor, outlineColor, outlineAlpha);
|
19
|
|
20
|
faceColor *= faceAlpha;
|
21
|
|
22
|
return faceColor;
|
23
|
}
|
24
|
|
25
|
float3 GetSurfaceNormal(float4 h, float bias)
|
26
|
{
|
27
|
bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
|
28
|
|
29
|
h += bias+_BevelOffset;
|
30
|
|
31
|
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
|
32
|
|
33
|
// Track outline
|
34
|
h -= .5;
|
35
|
h /= bevelWidth;
|
36
|
h = saturate(h+.5);
|
37
|
|
38
|
if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
|
39
|
h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
|
40
|
h = min(h, 1.0-_BevelClamp);
|
41
|
h *= _Bevel * bevelWidth * _GradientScale * -2.0;
|
42
|
|
43
|
float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
|
44
|
float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
|
45
|
|
46
|
return cross(va, vb);
|
47
|
}
|
48
|
|
49
|
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
|
50
|
{
|
51
|
// Read "height field"
|
52
|
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
|
53
|
tex2D(_MainTex, uv + delta.xz).a,
|
54
|
tex2D(_MainTex, uv - delta.zy).a,
|
55
|
tex2D(_MainTex, uv + delta.zy).a};
|
56
|
|
57
|
return GetSurfaceNormal(h, bias);
|
58
|
}
|
59
|
|
60
|
float3 GetSpecular(float3 n, float3 l)
|
61
|
{
|
62
|
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
63
|
return _SpecularColor.rgb * spec * _SpecularPower;
|
64
|
}
|
65
|
|
66
|
float4 GetGlowColor(float d, float scale)
|
67
|
{
|
68
|
float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
|
69
|
float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
|
70
|
glow = saturate(abs(glow/(1.0 + t)));
|
71
|
glow = 1.0-pow(glow, _GlowPower);
|
72
|
glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
|
73
|
return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
|
74
|
}
|
75
|
|
76
|
float4 BlendARGB(float4 overlying, float4 underlying)
|
77
|
{
|
78
|
overlying.rgb *= overlying.a;
|
79
|
underlying.rgb *= underlying.a;
|
80
|
float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
|
81
|
float alpha = underlying.a + (1-underlying.a)*overlying.a;
|
82
|
return float4(blended, alpha);
|
83
|
}
|
84
|
|