85 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			85 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|  | float2 UnpackUV(float uv) | ||
|  | {  | ||
|  | 	float2 output; | ||
|  | 	output.x = floor(uv / 4096); | ||
|  | 	output.y = uv - 4096 * output.x; | ||
|  | 
 | ||
|  | 	return output * 0.001953125; | ||
|  | } | ||
|  | 
 | ||
|  | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) | ||
|  | { | ||
|  | 	half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); | ||
|  | 	half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); | ||
|  | 
 | ||
|  | 	faceColor.rgb *= faceColor.a; | ||
|  | 	outlineColor.rgb *= outlineColor.a; | ||
|  | 
 | ||
|  | 	faceColor = lerp(faceColor, outlineColor, outlineAlpha); | ||
|  | 
 | ||
|  | 	faceColor *= faceAlpha; | ||
|  | 
 | ||
|  | 	return faceColor; | ||
|  | } | ||
|  | 
 | ||
|  | float3 GetSurfaceNormal(float4 h, float bias) | ||
|  | { | ||
|  | 	bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); | ||
|  | 
 | ||
|  | 	h += bias+_BevelOffset; | ||
|  | 
 | ||
|  | 	float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); | ||
|  | 
 | ||
|  |   // Track outline | ||
|  | 	h -= .5; | ||
|  | 	h /= bevelWidth; | ||
|  | 	h = saturate(h+.5); | ||
|  | 
 | ||
|  | 	if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); | ||
|  | 	h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); | ||
|  | 	h = min(h, 1.0-_BevelClamp); | ||
|  | 	h *= _Bevel * bevelWidth * _GradientScale * -2.0; | ||
|  | 
 | ||
|  | 	float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); | ||
|  | 	float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); | ||
|  | 
 | ||
|  | 	return cross(va, vb); | ||
|  | } | ||
|  | 
 | ||
|  | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) | ||
|  | { | ||
|  | 	// Read "height field" | ||
|  |   float4 h = {tex2D(_MainTex, uv - delta.xz).a, | ||
|  | 				tex2D(_MainTex, uv + delta.xz).a, | ||
|  | 				tex2D(_MainTex, uv - delta.zy).a, | ||
|  | 				tex2D(_MainTex, uv + delta.zy).a}; | ||
|  | 
 | ||
|  | 	return GetSurfaceNormal(h, bias); | ||
|  | } | ||
|  | 
 | ||
|  | float3 GetSpecular(float3 n, float3 l) | ||
|  | { | ||
|  | 	float spec = pow(max(0.0, dot(n, l)), _Reflectivity); | ||
|  | 	return _SpecularColor.rgb * spec * _SpecularPower; | ||
|  | } | ||
|  | 
 | ||
|  | float4 GetGlowColor(float d, float scale) | ||
|  | { | ||
|  | 	float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; | ||
|  | 	float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; | ||
|  | 	glow = saturate(abs(glow/(1.0 + t))); | ||
|  | 	glow = 1.0-pow(glow, _GlowPower); | ||
|  | 	glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel | ||
|  | 	return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); | ||
|  | } | ||
|  | 
 | ||
|  | float4 BlendARGB(float4 overlying, float4 underlying) | ||
|  | { | ||
|  | 	overlying.rgb *= overlying.a; | ||
|  | 	underlying.rgb *= underlying.a; | ||
|  | 	float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); | ||
|  | 	float alpha = underlying.a + (1-underlying.a)*overlying.a; | ||
|  | 	return float4(blended, alpha); | ||
|  | } | ||
|  | 
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