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#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;
UNITY_BRANCH
if (_BackFaceEnabled)
{
if (!poiMesh.isFrontFace)
{
#if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED)
float4 backFaceTex = POI2D_SAMPLER_PAN(_BackFaceTexture, _MainTex, poiMesh.uv[_BackFaceTextureUV], _BackFacePanning) * _BackFaceColor;
#else
float4 backFaceTex = _BackFaceColor;
#endif
albedo.rgb = backFaceTex.rgb;
UNITY_BRANCH
if (_BackFaceReplaceAlpha)
{
albedo.a = backFaceTex.a;
}
backFaceDetailIntensity = _BackFaceDetailIntensity;
BackFaceColor = albedo.rgb;
mixedHueShift = _BackFaceHueShift;
backFaceEmission = BackFaceColor * _BackFaceEmissionStrength;
}
}
}
#endif
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