mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
102 lines
3.5 KiB
HLSL
102 lines
3.5 KiB
HLSL
|
void VertShader(inout appdata_full v, out Input data)
|
||
|
{
|
||
|
v.vertex.x += _VertexOffsetX;
|
||
|
v.vertex.y += _VertexOffsetY;
|
||
|
|
||
|
UNITY_INITIALIZE_OUTPUT(Input, data);
|
||
|
|
||
|
float bold = step(v.texcoord1.y, 0);
|
||
|
|
||
|
// Generate normal for backface
|
||
|
float3 view = ObjSpaceViewDir(v.vertex);
|
||
|
v.normal *= sign(dot(v.normal, view));
|
||
|
|
||
|
#if USE_DERIVATIVE
|
||
|
data.param.y = 1;
|
||
|
#else
|
||
|
float4 vert = v.vertex;
|
||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||
|
float2 pixelSize = vPosition.w;
|
||
|
|
||
|
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
|
||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||
|
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||
|
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||
|
data.param.y = scale;
|
||
|
#endif
|
||
|
|
||
|
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
|
||
|
|
||
|
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
|
||
|
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
|
||
|
}
|
||
|
|
||
|
void PixShader(Input input, inout SurfaceOutput o)
|
||
|
{
|
||
|
|
||
|
#if USE_DERIVATIVE
|
||
|
float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
|
||
|
pixelSize *= _TextureWidth * .75;
|
||
|
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
|
||
|
#else
|
||
|
float scale = input.param.y;
|
||
|
#endif
|
||
|
|
||
|
// Signed distance
|
||
|
float c = tex2D(_MainTex, input.uv_MainTex).a;
|
||
|
float sd = (.5 - c - input.param.x) * scale + .5;
|
||
|
float outline = _OutlineWidth*_ScaleRatioA * scale;
|
||
|
float softness = _OutlineSoftness*_ScaleRatioA * scale;
|
||
|
|
||
|
// Color & Alpha
|
||
|
float4 faceColor = _FaceColor;
|
||
|
float4 outlineColor = _OutlineColor;
|
||
|
faceColor *= input.color;
|
||
|
outlineColor.a *= input.color.a;
|
||
|
faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
|
||
|
outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
|
||
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||
|
faceColor.rgb /= max(faceColor.a, 0.0001);
|
||
|
|
||
|
#if BEVEL_ON
|
||
|
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
|
||
|
|
||
|
float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
|
||
|
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
|
||
|
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
|
||
|
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
|
||
|
|
||
|
// Face Normal
|
||
|
float3 n = GetSurfaceNormal(smp4x, input.param.x);
|
||
|
|
||
|
// Bumpmap
|
||
|
float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
|
||
|
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||
|
bump = lerp(float3(0, 0, 1), bump, faceColor.a);
|
||
|
n = normalize(n - bump);
|
||
|
|
||
|
// Cubemap reflection
|
||
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
|
||
|
float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||
|
#else
|
||
|
float3 n = float3(0, 0, -1);
|
||
|
float3 emission = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
#if GLOW_ON
|
||
|
float4 glowColor = GetGlowColor(sd, scale);
|
||
|
glowColor.a *= input.color.a;
|
||
|
emission += glowColor.rgb*glowColor.a;
|
||
|
faceColor = BlendARGB(glowColor, faceColor);
|
||
|
faceColor.rgb /= max(faceColor.a, 0.0001);
|
||
|
#endif
|
||
|
|
||
|
// Set Standard output structure
|
||
|
o.Albedo = faceColor.rgb;
|
||
|
o.Normal = -n;
|
||
|
o.Emission = emission;
|
||
|
o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
|
||
|
o.Gloss = 1;
|
||
|
o.Alpha = faceColor.a;
|
||
|
}
|