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