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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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