summaryrefslogtreecommitdiff
path: root/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/OptimizedShaders/PenetratorMaterial/CGI_PoiBackFace.cginc
blob: 0b48fc9c5ea1d83ea45765dba2ab056c4115d268 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
#ifndef POI_BACKFACE
#define POI_BACKFACE
float _BackFaceEnabled;
float _BackFaceTextureUV;
float _BackFaceDetailIntensity;
float _BackFaceEmissionStrength;
float2 _BackFacePanning;
float _BackFaceHueShift;
float4 _BackFaceColor;
float _BackFaceReplaceAlpha;
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
	UNITY_DECLARE_TEX2D_NOSAMPLER(_BackFaceTexture); float4 _BackFaceTexture_ST;
#endif
float3 BackFaceColor;
void applyBackFaceTexture(inout float backFaceDetailIntensity, inout float mixedHueShift, inout float4 albedo, inout float3 backFaceEmission)
{
	backFaceEmission = 0;
	BackFaceColor = 0;
	
	if (float(0))
	{
		if (!poiMesh.isFrontFace)
		{
			#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
				float4 backFaceTex = POI2D_SAMPLER_PAN(_BackFaceTexture, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)) * float4(1,1,1,1);
			#else
				float4 backFaceTex = float4(1,1,1,1);
			#endif
			albedo.rgb = backFaceTex.rgb;
			
			if (float(0))
			{
				albedo.a = backFaceTex.a;
			}
			backFaceDetailIntensity = float(1);
			BackFaceColor = albedo.rgb;
			mixedHueShift = float(0);
			backFaceEmission = BackFaceColor * float(0);
		}
	}
}
#endif