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#ifndef POI_FLIPBOOK
#define POI_FLIPBOOK
UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray); float4 _FlipbookTexArray_ST;
float4 _FlipbookColor;
float _FlipbookFPS;
uint _FlipbookTotalFrames;
float4 _FlipbookScaleOffset;
float _FlipbookTiled;
int _FlipbookCurrentFrame;
float _FlipbookEmissionStrength;
float _FlipbookRotation;
float _EnableFlipbook;
uint _FlipbookTexArrayUV;
float _FlipbookAlphaControlsFinalAlpha;
float _FlipbookRotationSpeed;
float _FlipbookIntensityControlsAlpha;
float _FlipbookColorReplaces;
float2 _FlipbookTexArrayPan;
// blending
float _FlipbookReplace;
float _FlipbookMultiply;
float _FlipbookAdd;
POI_TEXTURE_NOSAMPLER(_FlipbookMask);
// anim
uint _FlipbookMovementType;
float4 _FlipbookStartEndOffset;
float _FlipbookMovementSpeed;
// Global
float4 flipBookPixel;
float4 flipBookPixelMultiply;
float flipBookMask;
#ifndef POI_SHADOW
void calculateFlipbook()
{
flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiMesh.uv[_FlipbookMaskUV], _FlipbookMaskPan).r;
_FlipbookScaleOffset.xy = 1 - _FlipbookScaleOffset.xy;
float2 uv = frac(poiMesh.uv[_FlipbookTexArrayUV]);
float theta = radians(_FlipbookRotation + _Time.z * _FlipbookRotationSpeed);
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = _FlipbookScaleOffset.zw + .5;
// 2d rotation
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float2 newUV = remap(uv, float2(0, 0) + _FlipbookScaleOffset.xy / 2 + _FlipbookScaleOffset.zw, float2(1, 1) - _FlipbookScaleOffset.xy / 2 + _FlipbookScaleOffset.zw, float2(0, 0), float2(1, 1));
UNITY_BRANCH
if (_FlipbookTiled == 0)
{
if(max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
flipBookPixel = 0;
return;
}
}
uint currentFrame = floor(_FlipbookCurrentFrame) % _FlipbookTotalFrames;
if(_FlipbookCurrentFrame < 0)
{
currentFrame = (_Time.y / (1 / _FlipbookFPS)) % _FlipbookTotalFrames;
}
flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, currentFrame));
UNITY_BRANCH
if(_FlipbookIntensityControlsAlpha)
{
flipBookPixel.a = poiMax(flipBookPixel.rgb);
}
UNITY_BRANCH
if(_FlipbookColorReplaces)
{
flipBookPixel.rgb = _FlipbookColor.rgb;
}
else
{
flipBookPixel.rgb *= _FlipbookColor.rgb;
}
}
void applyFlipbook(inout float4 finalColor)
{
#ifdef POI_BLACKLIGHT
UNITY_BRANCH
if(_BlackLightMaskFlipbook != 4)
{
flipBookMask *= blackLightMask[_BlackLightMaskFlipbook];
}
#endif
finalColor.rgb = lerp(finalColor, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * _FlipbookReplace * flipBookMask);
finalColor.rgb = finalColor + flipBookPixel.rgb * _FlipbookAdd * flipBookMask;
finalColor.rgb = finalColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * _FlipbookColor.a * flipBookMask * _FlipbookMultiply);
UNITY_BRANCH
if(_FlipbookAlphaControlsFinalAlpha)
{
finalColor.a = lerp(finalColor.a, flipBookPixel.a * _FlipbookColor.a, flipBookMask);
}
}
void applyFlipbookEmission(inout float3 finalEmission)
{
finalEmission += lerp(0, flipBookPixel.rgb * _FlipbookEmissionStrength, flipBookPixel.a * _FlipbookColor.a * flipBookMask);
}
#else
float applyFlipbookAlphaToShadow(float2 uv)
{
UNITY_BRANCH
if(_FlipbookAlphaControlsFinalAlpha)
{
float flipbookShadowAlpha = 0;
_FlipbookScaleOffset.xy = 1 - _FlipbookScaleOffset.xy;
float theta = radians(_FlipbookRotation);
float cs = cos(theta);
float sn = sin(theta);
float2 spriteCenter = _FlipbookScaleOffset.zw + .5;
uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
float2 newUV = remap(uv, float2(0, 0) + _FlipbookScaleOffset.xy / 2 + _FlipbookScaleOffset.zw, float2(1, 1) - _FlipbookScaleOffset.xy / 2 + _FlipbookScaleOffset.zw, float2(0, 0), float2(1, 1));
uint currentFrame = floor(_FlipbookCurrentFrame) % _FlipbookTotalFrames;
if(_FlipbookCurrentFrame < 0)
{
currentFrame = (_Time.y / (1 / _FlipbookFPS)) % _FlipbookTotalFrames;
}
half4 flipbookColor = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * _FlipbookTexArrayPan, currentFrame));
if(_FlipbookIntensityControlsAlpha)
{
flipbookColor.a = poiMax(flipbookColor.rgb);
}
UNITY_BRANCH
if(_FlipbookTiled == 0)
{
if(max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
{
flipbookColor.a = 0;
}
}
return flipbookColor.a * _FlipbookColor.a;
}
return 1;
}
#endif
#endif
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