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#ifndef POI_ENVIRONMENTAL_RIM
#define POI_ENVIRONMENTAL_RIM
//enviro rim
float _EnableEnvironmentalRim;
POI_TEXTURE_NOSAMPLER(_RimEnviroMask);
float _RimEnviroBlur;
float _RimEnviroMinBrightness;
float _RimEnviroWidth;
float _RimEnviroSharpness;
float _RimEnviroIntensity;
float3 calculateEnvironmentalRimLighting()
{
float enviroRimAlpha = saturate(1 - smoothstep(min(_RimEnviroSharpness, _RimEnviroWidth), _RimEnviroWidth, poiCam.viewDotNormal));
_RimEnviroBlur *= 1.7 - 0.7 * _RimEnviroBlur;
float3 enviroRimColor = 0;
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999)
{
//Probe 1
float4 reflectionData0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor0 = DecodeHDR(reflectionData0, unity_SpecCube0_HDR);
//Probe 2
float4 reflectionData1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
float3 reflectionColor1 = DecodeHDR(reflectionData1, unity_SpecCube1_HDR);
enviroRimColor = lerp(reflectionColor1, reflectionColor0, interpolator);
}
else
{
float4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], _RimEnviroBlur * UNITY_SPECCUBE_LOD_STEPS);
enviroRimColor = DecodeHDR(reflectionData, unity_SpecCube0_HDR);
}
half enviroMask = poiMax(POI2D_SAMPLER_PAN(_RimEnviroMask, _MainTex, poiMesh.uv[_RimEnviroMaskUV], _RimEnviroMaskPan).rgb);
return lerp(0, max(0, (enviroRimColor - _RimEnviroMinBrightness) * albedo.rgb), enviroRimAlpha).rgb * enviroMask * _RimEnviroIntensity;
}
#endif
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