float _OutlineRimLightBlend; float _OutlineLit; float _OutlineTintMix; float2 _MainTexPan; float _MainTextureUV; float4 frag(v2f i, uint facing: SV_IsFrontFace): COLOR { float4 finalColor = 1; if (float(0)) { UNITY_SETUP_INSTANCE_ID(i); float3 finalEmission = 0; float4 albedo = 1; poiMesh.uv[0] = i.uv0.xy; poiMesh.uv[1] = i.uv0.zw; poiMesh.uv[2] = i.uv1.xy; poiMesh.uv[3] = i.uv1.zw; calculateAttenuation(i); InitializeMeshData(i, facing); initializeCamera(i); calculateTangentData(); float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[float(0)], _MainTex) + _Time.x * float4(0,0,0,0)); half3 detailMask = 1; calculateNormals(detailMask); #ifdef POI_DATA calculateLightingData(i); #endif #ifdef POI_LIGHTING calculateBasePassLightMaps(); #endif float3 uselessData0; float3 uselessData1; initTextureData(albedo, mainTexture, uselessData0, uselessData1, detailMask); fixed4 col = mainTexture; float alphaMultiplier = smoothstep(float4(0,0,0,0).x, float4(0,0,0,0).y, distance(getCameraPosition(), i.worldPos)); float OutlineMask = tex2D(_OutlineMask, TRANSFORM_TEX(poiMesh.uv[float(0)], _OutlineMask) + _Time.x * float4(0,0,0,0)).r; clip(OutlineMask * float(0) - 0.001); col = col * 0.00000000001 + tex2D(_OutlineTexture, TRANSFORM_TEX(poiMesh.uv[float(0)], _OutlineTexture) + _Time.x * float4(0,0,0,0) ); col.a *= albedo.a; col.a *= alphaMultiplier; #ifdef POI_RANDOM col.a *= i.angleAlpha; #endif poiCam.screenUV = calcScreenUVs(i.grabPos); col.a *= float4(1,1,1,1).a; if(float(0) == 1) { applyDithering(col); } clip(col.a - float(0.5)); #ifdef POI_MIRROR applyMirrorRenderFrag(); #endif if(float(0) == 1) { #ifdef POI_MIRROR applyMirrorTexture(mainTexture); #endif col.rgb = mainTexture.rgb; } else if(float(0) == 2) { col.rgb = lerp(col.rgb, poiLight.color, float(0)); } col.rgb *= float4(1,1,1,1).rgb; if(float(0) == 1) { col.rgb = lerp(col.rgb, mainTexture.rgb, float(0)); } finalColor = col; #ifdef POI_LIGHTING if(float(1)) { finalColor.rgb *= calculateFinalLighting(finalColor.rgb, finalColor); } #endif finalColor.rgb += (col.rgb * float(0)); } else { clip(-1); } return finalColor; }