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#ifndef POI_RANDOM
#define POI_RANDOM
float _EnableRandom;
float m_start_Angle;
uint _AngleType;
float3 _AngleForwardDirection;
float _CameraAngleMin, _CameraAngleMax;
float _ModelAngleMin, _ModelAngleMax;
float _AngleMinAlpha;
uint _AngleCompareTo;
float ApplyAngleBasedRendering(float3 modelPos, float3 worldPos)
{
half cameraAngleMin = _CameraAngleMin / 180;
half cameraAngleMax = _CameraAngleMax / 180;
half modelAngleMin = _ModelAngleMin / 180;
half modelAngleMax = _ModelAngleMax / 180;
float3 pos = _AngleCompareTo == 0 ? modelPos : worldPos;
half3 cameraToModelDirection = normalize(pos - getCameraPosition());
half3 modelForwardDirection = normalize(mul(unity_ObjectToWorld, normalize(_AngleForwardDirection)));
half cameraLookAtModel = remapClamped(.5 * dot(cameraToModelDirection, getCameraForward()) + .5, cameraAngleMax, cameraAngleMin, 0, 1);
half modelLookAtCamera = remapClamped(.5 * dot(-cameraToModelDirection, modelForwardDirection) + .5, modelAngleMax, modelAngleMin, 0, 1);
if (_AngleType == 0)
{
return max(cameraLookAtModel, _AngleMinAlpha);
}
else if(_AngleType == 1)
{
return max(modelLookAtCamera, _AngleMinAlpha);
}
else if(_AngleType == 2)
{
return max(cameraLookAtModel * modelLookAtCamera, _AngleMinAlpha);
}
return 1;
}
#endif
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