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#ifndef POI_IRIDESCENCE
#define POI_IRIDESCENCE
#if defined(PROP_IRIDESCENCERAMP) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceRamp); float4 _IridescenceRamp_ST;
#endif
#if defined(PROP_IRIDESCENCEMASK) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceMask); float4 _IridescenceMask_ST;
#endif
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
UNITY_DECLARE_TEX2D_NOSAMPLER(_IridescenceNormalMap); float4 _IridescenceNormalMap_ST;
#endif
float _IridescenceNormalUV;
float _IridescenceMaskUV;
float _IridescenceNormalSelection;
float _IridescenceNormalIntensity;
float _IridescenceNormalToggle;
float _IridescenceIntensity;
fixed _IridescenceAddBlend;
fixed _IridescenceReplaceBlend;
fixed _IridescenceMultiplyBlend;
float _IridescenceEmissionStrength;
//global
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
float3 calculateNormal(float3 baseNormal)
{
float3 normal = UnpackScaleNormal(UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceNormalMap, _MainTex, TRANSFORM_TEX(poiMesh.uv[_IridescenceNormalUV], _IridescenceNormalMap)), _IridescenceNormalIntensity);
return normalize(
normal.x * poiMesh.tangent +
normal.y * poiMesh.binormal +
normal.z * baseNormal
);
}
#endif
void applyIridescence(inout float4 albedo, inout float3 IridescenceEmission)
{
float3 normal = poiMesh.normals[_IridescenceNormalSelection];
#if defined(PROP_IRIDESCENCENORMALMAP) || !defined(OPTIMIZER_ENABLED)
// Use custom normal map
if (_IridescenceNormalToggle)
{
normal = calculateNormal(normal);
}
#endif
float ndotv = dot(normal, poiCam.viewDir);
#if defined(PROP_IRIDESCENCERAMP) || !defined(OPTIMIZER_ENABLED)
float4 iridescenceColor = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceRamp, _MainTex, 1 - abs(ndotv));
#else
float4 iridescenceColor = 1;
#endif
#if defined(PROP_IRIDESCENCEMASK) || !defined(OPTIMIZER_ENABLED)
float4 iridescenceMask = UNITY_SAMPLE_TEX2D_SAMPLER(_IridescenceMask, _MainTex, TRANSFORM_TEX(poiMesh.uv[_IridescenceMaskUV], _IridescenceMask));
#else
float4 iridescenceMask = 1;
#endif
#ifdef POI_BLACKLIGHT
if(_BlackLightMaskIridescence != 4)
{
iridescenceMask *= blackLightMask[_BlackLightMaskIridescence];
}
#endif
albedo.rgb = lerp(albedo.rgb, saturate(iridescenceColor.rgb * _IridescenceIntensity), iridescenceColor.a * _IridescenceReplaceBlend * iridescenceMask);
albedo.rgb += saturate(iridescenceColor.rgb * _IridescenceIntensity * iridescenceColor.a * _IridescenceAddBlend * iridescenceMask);
albedo.rgb *= saturate(lerp(1, iridescenceColor.rgb * _IridescenceIntensity, iridescenceColor.a * _IridescenceMultiplyBlend * iridescenceMask));
IridescenceEmission = saturate(iridescenceColor.rgb * _IridescenceIntensity) * iridescenceColor.a * iridescenceMask * _IridescenceEmissionStrength;
}
#endif
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