(Mache nach 2-4h Schlaf weiter. Noch nicht ganz fertig, aufgrund aufgrund mangelnder Zeit durch Arbeit, damaligen privaten Problemen und damals zu viel vorgenommen).
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);
|
|
}
|
|
|