319 lines
9.4 KiB
HLSL
319 lines
9.4 KiB
HLSL
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#ifndef AVATAR_UTIL_CG_INCLUDED
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#define AVATAR_UTIL_CG_INCLUDED
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#include "UnityCG.cginc"
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#define SAMPLE_MODE_COLOR 0
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#define SAMPLE_MODE_TEXTURE 1
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#define SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL 2
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#define SAMPLE_MODE_PARALLAX 3
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#define SAMPLE_MODE_RSRM 4
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#define MASK_TYPE_NONE 0
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#define MASK_TYPE_POSITIONAL 1
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#define MASK_TYPE_REFLECTION 2
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#define MASK_TYPE_FRESNEL 3
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#define MASK_TYPE_PULSE 4
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#define BLEND_MODE_ADD 0
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#define BLEND_MODE_MULTIPLY 1
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#ifdef LAYERS_1
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#define LAYER_COUNT 1
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#elif LAYERS_2
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#define LAYER_COUNT 2
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#elif LAYERS_3
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#define LAYER_COUNT 3
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#elif LAYERS_4
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#define LAYER_COUNT 4
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#elif LAYERS_5
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#define LAYER_COUNT 5
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#elif LAYERS_6
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#define LAYER_COUNT 6
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#elif LAYERS_7
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#define LAYER_COUNT 7
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#elif LAYERS_8
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#define LAYER_COUNT 8
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#endif
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#define DECLARE_LAYER_UNIFORMS(index) \
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int _LayerSampleMode##index; \
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int _LayerBlendMode##index; \
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int _LayerMaskType##index; \
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fixed4 _LayerColor##index; \
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sampler2D _LayerSurface##index; \
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float4 _LayerSurface##index##_ST; \
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float4 _LayerSampleParameters##index; \
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float4 _LayerMaskParameters##index; \
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float4 _LayerMaskAxis##index;
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DECLARE_LAYER_UNIFORMS(0)
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DECLARE_LAYER_UNIFORMS(1)
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DECLARE_LAYER_UNIFORMS(2)
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DECLARE_LAYER_UNIFORMS(3)
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DECLARE_LAYER_UNIFORMS(4)
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DECLARE_LAYER_UNIFORMS(5)
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DECLARE_LAYER_UNIFORMS(6)
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DECLARE_LAYER_UNIFORMS(7)
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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float3 viewDir : TEXCOORD3;
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float4 vertColor : COLOR;
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#if NORMAL_MAP_ON || PARALLAX_ON
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float3 worldTangent : TANGENT;
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float3 worldBitangent : TEXCOORD5;
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#endif
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};
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float _Alpha;
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int _BaseMaskType;
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float4 _BaseMaskParameters;
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float4 _BaseMaskAxis;
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fixed4 _DarkMultiplier;
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fixed4 _BaseColor;
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sampler2D _AlphaMask;
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float4 _AlphaMask_ST;
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sampler2D _AlphaMask2;
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float4 _AlphaMask2_ST;
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sampler2D _NormalMap;
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float4 _NormalMap_ST;
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sampler2D _ParallaxMap;
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float4 _ParallaxMap_ST;
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sampler2D _RoughnessMap;
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float4 _RoughnessMap_ST;
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float4x4 _ProjectorWorldToLocal;
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VertexOutput vert(appdata_full v)
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{
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VertexOutput o;
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UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
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o.texcoord = v.texcoord.xy;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.vertColor = v.color;
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o.viewDir = normalize(_WorldSpaceCameraPos.xyz - o.worldPos);
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o.worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0.0)).xyz);
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#if NORMAL_MAP_ON || PARALLAX_ON
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o.worldTangent = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);
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o.worldBitangent = normalize(cross(o.worldNormal, o.worldTangent) * v.tangent.w);
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#endif
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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#ifndef NORMAL_MAP_ON
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#define COMPUTE_NORMAL IN.worldNormal
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#else
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#define COMPUTE_NORMAL normalize(mul(lerp(float3(0, 0, 1), surfaceNormal, normalMapStrength), tangentTransform))
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#endif
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float3 ComputeColor(
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VertexOutput IN,
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float2 uv,
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#if PARALLAX_ON || NORMAL_MAP_ON
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float3x3 tangentTransform,
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#endif
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#ifdef NORMAL_MAP_ON
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float3 surfaceNormal,
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#endif
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sampler2D surface,
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float4 surface_ST,
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fixed4 color,
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int sampleMode,
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float4 sampleParameters
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) {
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if (sampleMode == SAMPLE_MODE_TEXTURE) {
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float2 panning = _Time.g * sampleParameters.xy;
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return tex2D(surface, (uv + panning) * surface_ST.xy + surface_ST.zw).rgb * color.rgb;
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}
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else if (sampleMode == SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL) {
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float4 channelMask = sampleParameters;
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float4 channels = tex2D(surface, uv * surface_ST.xy + surface_ST.zw);
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return dot(channels, channelMask) * color.rgb;
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}
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#ifdef PARALLAX_ON
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else if (sampleMode == SAMPLE_MODE_PARALLAX) {
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float parallaxMinHeight = sampleParameters.x;
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float parallaxMaxHeight = sampleParameters.y;
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float parallaxValue = tex2D(_ParallaxMap, TRANSFORM_TEX(uv, _ParallaxMap)).r;
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float scaledHeight = lerp(parallaxMinHeight, parallaxMaxHeight, parallaxValue);
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float2 parallaxUV = mul(tangentTransform, IN.viewDir).xy * scaledHeight;
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return tex2D(surface, (uv * surface_ST.xy + surface_ST.zw) + parallaxUV).rgb * color.rgb;
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}
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#endif
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else if (sampleMode == SAMPLE_MODE_RSRM) {
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float roughnessMin = sampleParameters.x;
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float roughnessMax = sampleParameters.y;
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#ifdef ROUGHNESS_ON
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float roughnessValue = tex2D(_RoughnessMap, TRANSFORM_TEX(uv, _RoughnessMap)).r;
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float scaledRoughness = lerp(roughnessMin, roughnessMax, roughnessValue);
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#else
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float scaledRoughness = roughnessMin;
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#endif
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#ifdef NORMAL_MAP_ON
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float normalMapStrength = sampleParameters.z;
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#endif
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float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
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float viewAngle = viewReflect.y * 0.5 + 0.5;
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return tex2D(surface, float2(scaledRoughness, viewAngle)).rgb * color.rgb;
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}
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return color.rgb;
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}
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float ComputeMask(
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VertexOutput IN,
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#ifdef NORMAL_MAP_ON
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float3x3 tangentTransform,
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float3 surfaceNormal,
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#endif
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int maskType,
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float4 layerParameters,
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float3 maskAxis
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) {
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if (maskType == MASK_TYPE_POSITIONAL) {
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float centerDistance = layerParameters.x;
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float fadeAbove = layerParameters.y;
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float fadeBelow = layerParameters.z;
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float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
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float d = dot(objPos, maskAxis);
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if (d > centerDistance) {
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return saturate(1.0 - (d - centerDistance) / fadeAbove);
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}
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else {
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return saturate(1.0 - (centerDistance - d) / fadeBelow);
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}
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}
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else if (maskType == MASK_TYPE_REFLECTION) {
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float fadeStart = layerParameters.x;
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float fadeEnd = layerParameters.y;
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#ifdef NORMAL_MAP_ON
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float normalMapStrength = layerParameters.z;
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#endif
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float power = layerParameters.w;
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float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
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float d = max(0.0, dot(viewReflect, maskAxis));
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return saturate(1.0 - (d - fadeStart) / (fadeEnd - fadeStart));
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}
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else if (maskType == MASK_TYPE_FRESNEL) {
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float power = layerParameters.x;
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float fadeStart = layerParameters.y;
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float fadeEnd = layerParameters.z;
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#ifdef NORMAL_MAP_ON
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float normalMapStrength = layerParameters.w;
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#endif
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float d = saturate(1.0 - max(0.0, dot(IN.viewDir, COMPUTE_NORMAL)));
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float p = pow(d, power);
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return saturate(lerp(fadeStart, fadeEnd, p));
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}
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else if (maskType == MASK_TYPE_PULSE) {
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float distance = layerParameters.x;
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float speed = layerParameters.y;
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float power = layerParameters.z;
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float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
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float d = dot(objPos, maskAxis);
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float theta = 6.2831 * frac((d - _Time.g * speed) / distance);
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return saturate(pow((sin(theta) * 0.5 + 0.5), power));
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}
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else {
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return 1.0;
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}
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}
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float3 ComputeBlend(float3 source, float3 blend, float mask, int blendMode) {
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if (blendMode == BLEND_MODE_MULTIPLY) {
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return source * (blend * mask);
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}
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else {
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return source + (blend * mask);
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}
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}
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float4 ComputeSurface(VertexOutput IN)
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{
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#if PROJECTOR_ON
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float3 projectorPos = mul(_ProjectorWorldToLocal, float4(IN.worldPos, 1.0)).xyz;
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if (abs(projectorPos.x) > 1.0 || abs(projectorPos.y) > 1.0 || abs(projectorPos.z) > 1.0)
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{
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discard;
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}
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float2 uv = projectorPos.xy * 0.5 + 0.5;
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#else
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float2 uv = IN.texcoord.xy;
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#endif
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fixed4 c = _BaseColor;
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IN.worldNormal = normalize(IN.worldNormal);
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#if PARALLAX_ON || NORMAL_MAP_ON
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float3x3 tangentTransform = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal);
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#endif
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#ifdef NORMAL_MAP_ON
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float3 surfaceNormal = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(uv, _NormalMap)));
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#endif
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#if PARALLAX_ON || NORMAL_MAP_ON
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#ifndef NORMAL_MAP_ON
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#define COLOR_INPUTS IN, uv, tangentTransform
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#define MASK_INPUTS IN
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#else
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#define COLOR_INPUTS IN, uv, tangentTransform, surfaceNormal
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#define MASK_INPUTS IN, tangentTransform, surfaceNormal
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#endif
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#else
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#define COLOR_INPUTS IN, uv
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#define MASK_INPUTS IN
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#endif
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#define LAYER_COLOR(index) ComputeColor(COLOR_INPUTS, _LayerSurface##index, _LayerSurface##index##_ST, _LayerColor##index, _LayerSampleMode##index, _LayerSampleParameters##index)
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#define LAYER_MASK(index) ComputeMask(MASK_INPUTS, _LayerMaskType##index, _LayerMaskParameters##index, _LayerMaskAxis##index##.xyz)
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#define LAYER_BLEND(index, c) ComputeBlend(c, LAYER_COLOR(index), LAYER_MASK(index), _LayerBlendMode##index)
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c.rgb = LAYER_BLEND(0, c.rgb);
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#if LAYER_COUNT > 1
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c.rgb = LAYER_BLEND(1, c.rgb);
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#endif
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#if LAYER_COUNT > 2
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c.rgb = LAYER_BLEND(2, c.rgb);
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#endif
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#if LAYER_COUNT > 3
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c.rgb = LAYER_BLEND(3, c.rgb);
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#endif
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#if LAYER_COUNT > 4
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c.rgb = LAYER_BLEND(4, c.rgb);
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#endif
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#if LAYER_COUNT > 5
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c.rgb = LAYER_BLEND(5, c.rgb);
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#endif
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#if LAYER_COUNT > 6
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c.rgb = LAYER_BLEND(6, c.rgb);
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#endif
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#if LAYER_COUNT > 7
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c.rgb = LAYER_BLEND(7, c.rgb);
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#endif
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#ifdef VERTALPHA_ON
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float scaledValue = IN.vertColor.a * 2.0;
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float alpha0weight = max(0.0, 1.0 - scaledValue);
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float alpha2weight = max(0.0, scaledValue - 1.0);
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float alpha1weight = 1.0 - alpha0weight - alpha2weight;
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c.a = _Alpha * c.a * (tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * alpha1weight + tex2D(_AlphaMask2, TRANSFORM_TEX(uv, _AlphaMask2)).r * alpha2weight + alpha0weight) * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
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#else
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c.a = _Alpha * c.a * tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * IN.vertColor.a * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
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#endif
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c.rgb = lerp(c.rgb, c.rgb * _DarkMultiplier, IN.vertColor.r);
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return c;
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}
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#endif
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