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#ifndef POI_DATA
#define POI_DATA
float _ParallaxBias;
void calculateAttenuation(v2f i)
{
#if defined(POINT) || defined(SPOT)
POI_LIGHT_ATTENUATION(attenuation, shadow, i, i.worldPos.xyz)
poiLight.additiveShadow = shadow;
#else
UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz)
#endif
poiLight.attenuation = attenuation;
}
void calculateLightingData(in v2f i)
{
#ifdef FORWARD_BASE_PASS
//poiLight.color = saturate(_LightColor0.rgb) + saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
float3 magic = saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
float3 normalLight = saturate(_LightColor0.rgb);
poiLight.color = saturate(magic + normalLight);
#else
#if defined(POINT) || defined(SPOT)
poiLight.color = _LightColor0.rgb;
#endif
#endif
#ifdef VERTEXLIGHT_ON
float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
float4 lengthSq = 0;
lengthSq += toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
float4 lightAttenSq = unity_4LightAtten0;
float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
poiLight.vDotNL = 0;
poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
float4 corr = rsqrt(lengthSq);
poiLight.vDotNL = max(0, poiLight.vDotNL * corr);
poiLight.vAttenuationDotNL = poiLight.vAttenuation * poiLight.vDotNL;
for (int index = 0; index < 4; index ++)
{
poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
poiLight.vDirection[index] = normalize(vertexToLightSource);
//poiLight.vAttenuationDotNL[index] = 1.0 / (1.0 + unity_4LightAtten0[index] * poiLight.vDotNL[index]);
poiLight.vColor[index] = unity_LightColor[index].rgb;
poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
poiLight.vDotNL[index] = dot(poiMesh.normals[1], -poiLight.vDirection[index]);
poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
#ifdef POI_VAR_DOTLH
poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
#endif
#ifdef POI_VAR_DOTNH
poiLight.vDotNH[index] = saturate(dot(poiMesh.normals[1], poiLight.vHalfDir[index]));
#endif
}
#endif
#ifdef FORWARD_BASE_PASS
poiLight.direction = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
#else
#if defined(POINT) || defined(SPOT)
poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos);
#endif
#endif
poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
#ifdef POI_VAR_DOTNH
poiLight.dotNH = saturate(dot(poiMesh.normals[1], poiLight.halfDir));
#endif
#ifdef POI_VAR_DOTLH
poiLight.dotLH = saturate(dot(poiLight.direction, poiLight.halfDir));
#endif
poiLight.nDotV = dot(poiMesh.normals[1], poiCam.viewDir);
poiLight.N0DotV = dot(poiMesh.normals[0], poiCam.viewDir);
poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
}
float3 CreateBinormal(float3 normal, float3 tangent, float binormalSign)
{
return cross(normal, tangent.xyz) * (binormalSign * unity_WorldTransformParams.w);
}
void InitializeMeshData(inout v2f i, uint facing)
{
poiMesh.normals[0] = normalize(i.normal);
poiMesh.binormal = CreateBinormal(i.normal, i.tangent.xyz, i.tangent.w);
poiMesh.tangent = i.tangent.xyz;
#ifndef OUTLINE
if (!facing)
{
poiMesh.normals[0] *= -1;
poiMesh.tangent *= -1;
poiMesh.binormal *= -1;
}
#endif
poiMesh.worldPos = i.worldPos;
poiMesh.localPos = i.localPos;
poiMesh.barycentricCoordinates = i.barycentricCoordinates;
poiMesh.uv[0] = i.uv0.xy;
poiMesh.uv[1] = i.uv0.zw;
poiMesh.uv[2] = i.uv1.xy;
poiMesh.uv[3] = i.uv1.zw;
#ifdef POI_UV_DISTORTION
poiMesh.uv[4] = calculateDistortionUV(i.uv0.xy);
#else
poiMesh.uv[4] = poiMesh.uv[0];
#endif
poiMesh.vertexColor = i.vertexColor;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
poiMesh.lightmapUV = i.lightmapUV;
#endif
poiMesh.modelPos = i.modelPos;
#ifdef FUR
poiMesh.furAlpha = i.furAlpha;
#endif
}
void initializeCamera(v2f i)
{
poiCam.viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
poiCam.forwardDir = getCameraForward();
poiCam.worldPos = _WorldSpaceCameraPos;
poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
poiCam.grabPos = i.grabPos;
poiCam.screenUV = calcScreenUVs(i.grabPos);
poiCam.clipPos = i.pos;
#if defined(GRAIN)
poiCam.screenPos = i.screenPos;
#endif
poiCam.tangentViewDir = normalize(i.tangentViewDir);
poiCam.tangentViewDir.xy /= (poiCam.tangentViewDir.z + _ParallaxBias);
}
void calculateTangentData()
{
poiTData.tangentTransform = float3x3(poiMesh.tangent, poiMesh.binormal, poiMesh.normals[0]);
poiTData.tangentToWorld = transpose(float3x3(poiMesh.tangent, poiMesh.binormal, poiMesh.normals[0]));
}
void InitData(inout v2f i, uint facing)
{
UNITY_SETUP_INSTANCE_ID(i);
calculateAttenuation(i);
InitializeMeshData(i, facing);
initializeCamera(i);
calculateTangentData();
}
void CalculateReflectionData()
{
#if defined(_METALLICGLOSSMAP) || defined(_COLORCOLOR_ON)
poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
#endif
}
#endif
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