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			102 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
void VertShader(inout appdata_full v, out Input data)
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{
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	v.vertex.x += _VertexOffsetX;
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	v.vertex.y += _VertexOffsetY;
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	UNITY_INITIALIZE_OUTPUT(Input, data);
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	float bold = step(v.texcoord1.y, 0);
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	// Generate normal for backface
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	float3 view = ObjSpaceViewDir(v.vertex);
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	v.normal *= sign(dot(v.normal, view));
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#if USE_DERIVATIVE
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	data.param.y = 1;
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#else
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	float4 vert = v.vertex;
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	float4 vPosition = UnityObjectToClipPos(vert);
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	float2 pixelSize = vPosition.w;
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	pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
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	float scale = rsqrt(dot(pixelSize, pixelSize));
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	scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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	scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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	data.param.y = scale;
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#endif
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	data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 
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	v.texcoord1.xy = UnpackUV(v.texcoord1.x);
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	data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
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}
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void PixShader(Input input, inout SurfaceOutput o)
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{
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#if USE_DERIVATIVE
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	float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
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	pixelSize *= _TextureWidth * .75;
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	float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
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#else
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	float scale = input.param.y;
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#endif
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	// Signed distance
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	float c = tex2D(_MainTex, input.uv_MainTex).a;
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	float sd = (.5 - c - input.param.x) * scale + .5;
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	float outline = _OutlineWidth*_ScaleRatioA * scale;
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	float softness = _OutlineSoftness*_ScaleRatioA * scale;
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	// Color & Alpha
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	float4 faceColor = _FaceColor;
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	float4 outlineColor = _OutlineColor;
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	faceColor *= input.color;
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	outlineColor.a *= input.color.a;
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	faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
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	outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
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	faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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	faceColor.rgb /= max(faceColor.a, 0.0001);
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#if BEVEL_ON
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	float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
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	float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
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					tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
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					tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
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					tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
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	// Face Normal
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	float3 n = GetSurfaceNormal(smp4x, input.param.x);
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	// Bumpmap
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	float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
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	bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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	bump = lerp(float3(0, 0, 1), bump, faceColor.a);
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	n = normalize(n - bump);
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	// Cubemap reflection
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	fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
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	float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#else
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	float3 n = float3(0, 0, -1);
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	float3 emission = float3(0, 0, 0);
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#endif
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#if GLOW_ON
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	float4 glowColor = GetGlowColor(sd, scale);
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	glowColor.a *= input.color.a;
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	emission += glowColor.rgb*glowColor.a;
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	faceColor = BlendARGB(glowColor, faceColor);
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	faceColor.rgb /= max(faceColor.a, 0.0001);
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#endif
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	// Set Standard output structure
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	o.Albedo = faceColor.rgb;
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	o.Normal = -n;
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	o.Emission = emission;
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	o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
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	o.Gloss = 1;
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	o.Alpha = faceColor.a;
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}
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