#ifndef POI_MAINTEXTURE #define POI_MAINTEXTURE #if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED) POI_TEXTURE_NOSAMPLER(_ClippingMask); #endif #if defined(PROP_MAINFADETEXTURE) || !defined(OPTIMIZER_ENABLED) POI_TEXTURE_NOSAMPLER(_MainFadeTexture); #endif float _Inverse_Clipping; float4 _Color; float _MainVertexColoring; float _MainVertexColoringLinearSpace; float _MainUseVertexColorAlpha; float _Saturation; float _MainDistanceFadeMin; float _MainDistanceFadeMax; half _MainMinAlpha; half _MainMaxAlpha; float _MainHueShift; float _MainFadeType; float alphaMask; half3 diffColor; #include "/CGI_PoiBackFace.cginc" float3 wireframeEmission; inline FragmentCommonData SpecularSetup(float4 i_tex, inout float4 albedo) { half4 specGloss = 0; half3 specColor = specGloss.rgb; half smoothness = specGloss.a; half oneMinusReflectivity; diffColor = EnergyConservationBetweenDiffuseAndSpecular(albedo.rgb, specColor, /*out*/ oneMinusReflectivity); FragmentCommonData o = (FragmentCommonData)0; o.diffColor = diffColor; o.specColor = specColor; o.oneMinusReflectivity = oneMinusReflectivity; o.smoothness = smoothness; return o; } inline FragmentCommonData FragmentSetup(float4 i_tex, half3 i_viewDirForParallax, float3 i_posWorld, inout float4 albedo) { i_tex = i_tex; FragmentCommonData o = SpecularSetup(i_tex, albedo); o.normalWorld = float3(0, 0, 0); o.eyeVec = poiCam.viewDir; o.posWorld = i_posWorld; o.diffColor = PreMultiplyAlpha(o.diffColor, 1, o.oneMinusReflectivity, /*out*/ o.alpha); return o; } void initTextureData(inout float4 albedo, inout float4 mainTexture, inout float3 backFaceEmission, inout float3 dissolveEmission, in half3 detailMask) { dissolveEmission = 0; #if (defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS)) #ifdef POI_MIRROR applyMirrorTexture(mainTexture); #endif #endif #if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED) alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).r; #else alphaMask = 1; #endif if (float(0)) { alphaMask = 1 - alphaMask; } mainTexture.a *= alphaMask; #ifndef POI_SHADOW float3 vertexColor = poiMesh.vertexColor.rgb; if(float(1)) { vertexColor = GammaToLinearSpace(poiMesh.vertexColor.rgb); } albedo = float4(mainTexture.rgb * max(float4(1,1,1,0).rgb, float3(0.000000001, 0.000000001, 0.000000001)) * lerp(1, vertexColor, float(0)), mainTexture.a * max(float4(1,1,1,0).a, 0.0000001)); #if defined(POI_LIGHTING) && defined(FORWARD_BASE_PASS) applyShadeMaps(albedo); #endif albedo *= lerp(1, poiMesh.vertexColor.a, float(0)); #ifdef POI_RGBMASK albedo.rgb = calculateRGBMask(albedo.rgb); #endif albedo.a = saturate(float(0) + albedo.a); wireframeEmission = 0; #ifdef POI_WIREFRAME applyWireframe(wireframeEmission, albedo); #endif float backFaceDetailIntensity = 1; float mixedHueShift = float(0); applyBackFaceTexture(backFaceDetailIntensity, mixedHueShift, albedo, backFaceEmission); #ifdef POI_FUR calculateFur(); #endif albedo.rgb = saturate(albedo.rgb); #ifdef POI_HOLOGRAM ApplyHoloAlpha(albedo); #endif s = FragmentSetup(float4(poiMesh.uv[0], 1, 1), poiCam.viewDir, poiMesh.worldPos, albedo); #endif } void distanceFade(inout float4 albedo) { #if defined(PROP_MAINFADETEXTURE) || !defined(OPTIMIZER_ENABLED) half fadeMap = POI2D_SAMPLER_PAN(_MainFadeTexture, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).r; #else half fadeMap = 1; #endif if (fadeMap) { float fadeDistance = float(1) ? poiCam.distanceToVert : poiCam.distanceToModel; half fadeValue = lerp(float(0), float(1), smoothstep(float(0), float(0), fadeDistance)); albedo.a *= fadeValue; } } #endif