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#ifndef POI_FLIPBOOK
#define POI_FLIPBOOK
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray); float4 _FlipbookTexArray_ST;
#endif
#if defined(PROP_FLIPBOOKMASK) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_FlipbookMask);
#endif
float4 _FlipbookColor;
float _FlipbookFPS;
float _FlipbookTotalFrames;
float4 _FlipbookScaleOffset;
float _FlipbookTiled;
float _FlipbookCurrentFrame;
float _FlipbookEmissionStrength;
float _FlipbookRotation;
float _EnableFlipbook;
float _FlipbookTexArrayUV;
float _FlipbookAlphaControlsFinalAlpha;
float _FlipbookRotationSpeed;
float _FlipbookIntensityControlsAlpha;
float _FlipbookColorReplaces;
float2 _FlipbookTexArrayPan;
// blending
float _FlipbookReplace;
float _FlipbookMultiply;
float _FlipbookAdd;
// anim
float _FlipbookMovementType;
float4 _FlipbookStartEndOffset;
float _FlipbookMovementSpeed;
// Crossfade
float _FlipbookCrossfadeEnabled;
float2 _FlipbookCrossfadeRange;
float _FlipbookHueShiftEnabled;
float _FlipbookHueShiftSpeed;
float _FlipbookHueShift;
// Global
float4 flipBookPixel;
float4 flipBookPixelMultiply;
float flipBookMask;
// Audio Link
half _AudioLinkFlipbookScaleBand;
half4 _AudioLinkFlipbookScale;
half _AudioLinkFlipbookAlphaBand;
half2 _AudioLinkFlipbookAlpha;
half _AudioLinkFlipbookEmissionBand;
half2 _AudioLinkFlipbookEmission;
half _AudioLinkFlipbookFrameBand;
half2 _AudioLinkFlipbookFrame;
#ifndef POI_SHADOW
void applyFlipbook(inout float4 finalColor, inout float3 flipbookEmission)
{
#if defined(PROP_FLIPBOOKMASK) || !defined(OPTIMIZER_ENABLED)
flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).r;
#else
flipBookMask = 1;
#endif
float4 flipbookScaleOffset = float4(1,1,0,0);
#ifdef POI_AUDIOLINK
flipbookScaleOffset.xy += lerp(_AudioLinkFlipbookScale.xy, _AudioLinkFlipbookScale.zw, poiMods.audioLink[_AudioLinkFlipbookScaleBand]);
#endif
flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
float2 uv = frac(poiMesh.uv[float(0)]);
float theta = radians(float(0) + _Time.z * float(0));
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = flipbookScaleOffset.zw + .5;
// 2d rotation
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(0, 0), float2(1, 1));
if (float(0) == 0)
{
if (max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
flipBookPixel = 0;
return;
}
}
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
float currentFrame = fmod(float(-1), float(1));
if (float(-1) < 0)
{
currentFrame = (_Time.y / (1 / float(30))) % float(1);
}
#ifdef POI_AUDIOLINK
currentFrame += lerp(_AudioLinkFlipbookFrame.x, _AudioLinkFlipbookFrame.y, poiMods.audioLink[_AudioLinkFlipbookFrameBand]);
#endif
flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * float4(0,0,0,0), floor(currentFrame)));
if (float(0))
{
float4 flipbookNextPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * float4(0,0,0,0), floor((currentFrame + 1) % float(1))));
flipBookPixel = lerp(flipBookPixel, flipbookNextPixel, smoothstep(float4(0.75,1,0,1).x, float4(0.75,1,0,1).y, frac(currentFrame)));
}
#else
flipBookPixel = 1;
#endif
if (float(0))
{
flipBookPixel.a = poiMax(flipBookPixel.rgb);
}
if (float(0))
{
flipBookPixel.rgb = float4(1,1,1,1).rgb;
}
else
{
flipBookPixel.rgb *= float4(1,1,1,1).rgb;
}
#ifdef POI_BLACKLIGHT
if (_BlackLightMaskFlipbook != 4)
{
flipBookMask *= blackLightMask[_BlackLightMaskFlipbook];
}
#endif
if (float(0))
{
flipBookPixel.rgb = hueShift(flipBookPixel.rgb, float(0) + _Time.x * float(0));
}
half flipbookAlpha = 1;
#ifdef POI_AUDIOLINK
flipbookAlpha = saturate(lerp(_AudioLinkFlipbookAlpha.x, _AudioLinkFlipbookAlpha.y, poiMods.audioLink[_AudioLinkFlipbookAlphaBand]));
#endif
finalColor.rgb = lerp(finalColor.rgb, flipBookPixel.rgb, flipBookPixel.a * float4(1,1,1,1).a * float(1) * flipBookMask * flipbookAlpha);
finalColor.rgb = finalColor + flipBookPixel.rgb * float(0) * flipBookMask * flipbookAlpha;
finalColor.rgb = finalColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * float4(1,1,1,1).a * flipBookMask * float(0) * flipbookAlpha);
if (float(0))
{
finalColor.a = lerp(finalColor.a, flipBookPixel.a * float4(1,1,1,1).a, flipBookMask);
}
float flipbookEmissionStrength = float(0);
#ifdef POI_AUDIOLINK
flipbookEmissionStrength += max(lerp(_AudioLinkFlipbookEmission.x, _AudioLinkFlipbookEmission.y, poiMods.audioLink[_AudioLinkFlipbookEmissionBand]), 0);
#endif
flipbookEmission = lerp(0, flipBookPixel.rgb * flipbookEmissionStrength, flipBookPixel.a * float4(1,1,1,1).a * flipBookMask * flipbookAlpha);
}
#else
float applyFlipbookAlphaToShadow(float2 uv)
{
if (float(0))
{
float flipbookShadowAlpha = 0;
float4 flipbookScaleOffset = float4(1,1,0,0);
flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
float theta = radians(float(0));
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = flipbookScaleOffset.zw + .5;
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(0, 0), float2(1, 1));
#if defined(PROP_FLIPBOOKTEXARRAY) || !defined(OPTIMIZER_ENABLED)
float currentFrame = fmod(float(-1), float(1));
if (float(-1) < 0)
{
currentFrame = (_Time.y / (1 / float(30))) % float(1);
}
half4 flipbookColor = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * float4(0,0,0,0), floor(currentFrame)));
if (float(0))
{
float4 flipbookNextPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * float4(0,0,0,0), floor((currentFrame + 1) % float(1))));
flipbookColor = lerp(flipbookColor, flipbookNextPixel, smoothstep(float4(0.75,1,0,1).x, float4(0.75,1,0,1).y, frac(currentFrame)));
}
#else
half4 flipbookColor = 1;
#endif
if (float(0))
{
flipbookColor.a = poiMax(flipbookColor.rgb);
}
if (float(0) == 0)
{
if (max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
flipbookColor.a = 0;
}
}
return flipbookColor.a * float4(1,1,1,1).a;
}
return 1;
}
#endif
#endif
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