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#ifndef OutlineVert
#define OutlineVert
#include "CGI_PoiV2F.cginc"
uint _OutlineMode;
float4 _OutlinePersonaDirection;
float4 _OutlineDropShadowOffset;
float _OutlineUseVertexColors;
float _OutlineFixedSize;
sampler2D _OutlineMask; float4 _OutlineMask_ST;
v2f vert(appdata v)
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv0.xy = v.uv0.xy;
o.uv0.zw = v.uv1.xy;
o.uv1.xy = v.uv2.xy;
o.uv1.zw = v.uv3.xy;
#ifdef POI_MIRROR
applyMirrorRenderVert(v.vertex);
#endif
o.uv0.xy = v.uv0 + _OutlineGlobalPan.xy * _Time.y;
float outlineMask = 1;
#ifndef SIMPLE
outlineMask = poiMax(tex2Dlod(_OutlineMask, float4(TRANSFORM_TEX(o.uv0.xy, _OutlineMask) + _Time.x * _OutlineTexturePan.zw, 0, 0)).rgb);
#endif
UNITY_BRANCH
if (_OutlineUseVertexColors == 0)
{
o.normal = UnityObjectToWorldNormal(v.normal);
}
else
{
o.normal = UnityObjectToWorldNormal(v.color);
}
half offsetMultiplier = 1;
half distanceOffset = 1;
UNITY_BRANCH
if(_OutlineFixedSize)
{
distanceOffset *= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex).xyz);
}
float3 offset = o.normal * (_LineWidth / 100) * outlineMask * distanceOffset;
UNITY_BRANCH
if(_OutlineMode == 2)
{
float3 lightDirection = poiLight.direction = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
offsetMultiplier = saturate(dot(lightDirection, o.normal));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if(_OutlineMode == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, o.normal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(_OutlinePersonaDirection.xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if(_OutlineMode == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), _OutlineDropShadowOffset);
offset *= distanceOffset;
}
o.worldPos = mul(unity_ObjectToWorld, v.vertex) + float4(offset, 0);
o.modelPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
o.pos = UnityWorldToClipPos(o.worldPos);
o.grabPos = ComputeGrabScreenPos(o.pos);
o.angleAlpha = 1;
#ifdef POI_RANDOM
o.angleAlpha = ApplyAngleBasedRendering(o.modelPos, o.worldPos);
#endif
UNITY_TRANSFER_SHADOW(o, o.uv0);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
#endif
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