#ifndef POI_RGBMASK #define POI_RGBMASK #if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED) UNITY_DECLARE_TEX2D_NOSAMPLER(_RGBMask); float4 _RGBMask_ST; #endif #if defined(PROP_REDTEXURE) || !defined(OPTIMIZER_ENABLED) UNITY_DECLARE_TEX2D_NOSAMPLER(_RedTexure); float4 _RedTexure_ST; #endif #if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED) UNITY_DECLARE_TEX2D_NOSAMPLER(_GreenTexture); float4 _GreenTexture_ST; #endif #if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED) UNITY_DECLARE_TEX2D_NOSAMPLER(_BlueTexture); float4 _BlueTexture_ST; #endif #ifdef GEOM_TYPE_MESH #if defined(PROP_RGBNORMALR) || !defined(OPTIMIZER_ENABLED) #endif #if defined(PROP_RGBNORMALG) || !defined(OPTIMIZER_ENABLED) #endif #if defined(PROP_RGBNORMALB) || !defined(OPTIMIZER_ENABLED) #endif POI_NORMAL_NOSAMPLER(_RgbNormalR); POI_NORMAL_NOSAMPLER(_RgbNormalG); POI_NORMAL_NOSAMPLER(_RgbNormalB); float _RgbNormalsEnabled; #endif float4 _RedColor; float4 _GreenColor; float4 _BlueColor; float2 _RGBMaskPanning; float2 _RGBRedPanning; float2 _RGBGreenPanning; float2 _RGBBluePanning; float _RGBBlendMultiplicative; float _RGBMaskUV; float _RGBRed_UV; float _RGBGreen_UV; float _RGBBlue_UV; float _RGBUseVertexColors; float _RGBNormalBlend; static float3 rgbMask; void calculateRGBNormals(inout half3 mainTangentSpaceNormal) { #ifdef GEOM_TYPE_MESH #ifndef RGB_MASK_TEXTURE #define RGB_MASK_TEXTURE if (float(0)) { rgbMask = poiMesh.vertexColor.rgb; } else { #if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED) rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).rgb; #else rgbMask = 1; #endif } #endif if(float(0)) { if(float(0) == 0) { if(float(0) > 0) { half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalR, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(0)); mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.r); } if(float(0) > 0) { half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalG, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(0)); mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.g); } if(float(0) > 0) { half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalB, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(0)); mainTangentSpaceNormal = lerp(mainTangentSpaceNormal, normalToBlendWith, rgbMask.b); } return; } else { half3 newNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalR, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(0) * rgbMask.r); half3 normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalG, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(0) * rgbMask.g); newNormal = BlendNormals(newNormal, normalToBlendWith); normalToBlendWith = UnpackScaleNormal(POI2D_SAMPLER_PAN(_RgbNormalB, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(0) * rgbMask.b); newNormal = BlendNormals(newNormal, normalToBlendWith); mainTangentSpaceNormal = BlendNormals(newNormal, mainTangentSpaceNormal); return; } } #endif } float3 calculateRGBMask(float3 baseColor) { //If RGB normals are in use this data will already exist #ifndef RGB_MASK_TEXTURE #define RGB_MASK_TEXTURE if (float(0)) { rgbMask = poiMesh.vertexColor.rgb; } else { #if defined(PROP_RGBMASK) || !defined(OPTIMIZER_ENABLED) rgbMask = POI2D_SAMPLER_PAN(_RGBMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).rgb; #else rgbMask = 1; #endif } #endif #if defined(PROP_REDTEXURE) || !defined(OPTIMIZER_ENABLED) float4 red = POI2D_SAMPLER_PAN(_RedTexure, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)); #else float4 red = 1; #endif #if defined(PROP_GREENTEXTURE) || !defined(OPTIMIZER_ENABLED) float4 green = POI2D_SAMPLER_PAN(_GreenTexture, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)); #else float4 green = 1; #endif #if defined(PROP_BLUETEXTURE) || !defined(OPTIMIZER_ENABLED) float4 blue = POI2D_SAMPLER_PAN(_BlueTexture, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)); #else float4 blue = 1; #endif if(float(0)) { float3 RGBColor = 1; RGBColor = lerp(RGBColor, red.rgb * float4(1,1,1,1).rgb, rgbMask.r * red.a * float4(1,1,1,1).a); RGBColor = lerp(RGBColor, green.rgb * float4(1,1,1,1).rgb, rgbMask.g * green.a * float4(1,1,1,1).a); RGBColor = lerp(RGBColor, blue.rgb * float4(1,1,1,1).rgb, rgbMask.b * blue.a * float4(1,1,1,1).a); baseColor *= RGBColor; } else { baseColor = lerp(baseColor, red.rgb * float4(1,1,1,1).rgb, rgbMask.r * red.a * float4(1,1,1,1).a); baseColor = lerp(baseColor, green.rgb * float4(1,1,1,1).rgb, rgbMask.g * green.a * float4(1,1,1,1).a); baseColor = lerp(baseColor, blue.rgb * float4(1,1,1,1).rgb, rgbMask.b * blue.a * float4(1,1,1,1).a); } return baseColor; } #endif