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float _OutlineRimLightBlend;
float _OutlineLit;
float _OutlineTintMix;
float2 _MainTexPan;
float _MainTextureUV;
float4 frag(v2f i, uint facing: SV_IsFrontFace): COLOR
{
float4 finalColor = 1;
if (float(0))
{
UNITY_SETUP_INSTANCE_ID(i);
float3 finalEmission = 0;
float4 albedo = 1;
poiMesh.uv[0] = i.uv0.xy;
poiMesh.uv[1] = i.uv0.zw;
poiMesh.uv[2] = i.uv1.xy;
poiMesh.uv[3] = i.uv1.zw;
calculateAttenuation(i);
InitializeMeshData(i, facing);
initializeCamera(i);
calculateTangentData();
float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[float(0)], _MainTex) + _Time.x * float4(0,0,0,0));
half3 detailMask = 1;
calculateNormals(detailMask);
#ifdef POI_DATA
calculateLightingData(i);
#endif
#ifdef POI_LIGHTING
calculateBasePassLightMaps();
#endif
float3 uselessData0;
float3 uselessData1;
initTextureData(albedo, mainTexture, uselessData0, uselessData1, detailMask);
fixed4 col = mainTexture;
float alphaMultiplier = smoothstep(float4(0,0,0,0).x, float4(0,0,0,0).y, distance(getCameraPosition(), i.worldPos));
float OutlineMask = tex2D(_OutlineMask, TRANSFORM_TEX(poiMesh.uv[float(0)], _OutlineMask) + _Time.x * float4(0,0,0,0)).r;
clip(OutlineMask * float(0) - 0.001);
col = col * 0.00000000001 + tex2D(_OutlineTexture, TRANSFORM_TEX(poiMesh.uv[float(0)], _OutlineTexture) + _Time.x * float4(0,0,0,0) );
col.a *= albedo.a;
col.a *= alphaMultiplier;
#ifdef POI_RANDOM
col.a *= i.angleAlpha;
#endif
poiCam.screenUV = calcScreenUVs(i.grabPos);
col.a *= float4(1,1,1,1).a;
if(float(0) == 1)
{
applyDithering(col);
}
clip(col.a - float(0.5));
#ifdef POI_MIRROR
applyMirrorRenderFrag();
#endif
if(float(0) == 1)
{
#ifdef POI_MIRROR
applyMirrorTexture(mainTexture);
#endif
col.rgb = mainTexture.rgb;
}
else if(float(0) == 2)
{
col.rgb = lerp(col.rgb, poiLight.color, float(0));
}
col.rgb *= float4(1,1,1,1).rgb;
if(float(0) == 1)
{
col.rgb = lerp(col.rgb, mainTexture.rgb, float(0));
}
finalColor = col;
#ifdef POI_LIGHTING
if(float(1))
{
finalColor.rgb *= calculateFinalLighting(finalColor.rgb, finalColor);
}
#endif
finalColor.rgb += (col.rgb * float(0));
}
else
{
clip(-1);
}
return finalColor;
}
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