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#ifndef OutlineVert
#define OutlineVert
#include "CGI_PoiV2F.cginc"
float _OutlineMode;
float4 _OutlinePersonaDirection;
float4 _OutlineDropShadowOffset;
float _OutlineUseVertexColors;
float _OutlineFixedSize;
float _commentIfZero_EnableOutlinePass;
float _OutlinesMaxDistance;
sampler2D _OutlineMask; float4 _OutlineMask_ST; float2 _OutlineMaskPan; float _OutlineMaskUV;
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);
#ifdef RALIV_PENETRATION
applyRalivDynamicOrifaceSystem(v);
#endif
o.uv0.xy = v.uv0.xy;
o.uv0.zw = v.uv1.xy;
o.uv1.xy = v.uv2.xy;
o.uv1.zw = v.uv3.xy;
float2 uvArray[4];
uvArray[0] = o.uv0.xy;
uvArray[1] = o.uv0.zw;
uvArray[2] = o.uv1.xy;
uvArray[3] = o.uv1.zw;
#ifdef POI_MIRROR
applyMirrorRenderVert(v.vertex);
#endif
o.uv0.xy = v.uv0 + _OutlineGlobalPan.xy * _Time.y;
float outlineMask = 1;
outlineMask = poiMax(tex2Dlod(_OutlineMask, float4(TRANSFORM_TEX(uvArray[float(0)], _OutlineMask) + _Time.x * float4(0,0,0,0), 0, 0)).rgb);
if (float(0) == 2)
{
outlineMask *= v.color.r;
}
if(float(0) != 1)
{
o.normal = UnityObjectToWorldNormal(v.normal);
}
else
{
o.normal = UnityObjectToWorldNormal(v.color);
}
float4 localPos = v.vertex;
#ifdef RALIV_PENETRATION
applyRalivDynamicPenetrationSystem(localPos.rgb, o.normal.rgb, v);
#endif
half offsetMultiplier = 1;
half distanceOffset = 1;
if(float(0))
{
distanceOffset *= min(distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, localPos).xyz), float(9999));
}
float3 offset = o.normal * (float(0) * float(0) / 100) * outlineMask * distanceOffset;
if(float(0) == 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(float(0) == 3)
{
half3 viewNormal = mul((float3x3)UNITY_MATRIX_V, o.normal);
offsetMultiplier = saturate(dot(viewNormal.xy, normalize(float4(1,0,0,0).xy)));
offset *= offsetMultiplier;
offset *= distanceOffset;
}
else if(float(0) == 4)
{
offset = mul((float3x3)transpose(UNITY_MATRIX_V), float4(1,0,0,0));
offset *= distanceOffset;
}
o.worldPos = mul(unity_ObjectToWorld, localPos) + 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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