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path: root/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Pro/Includes/CGI_PoiRimLighting.cginc
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#ifndef POI_RIM
#define POI_RIM

float4 _RimLightColor;
float _RimLightingInvert;
float _RimWidth;
float _RimStrength;
float _RimSharpness;
float _RimLightColorBias;
float _ShadowMix;
float _ShadowMixThreshold;
float _ShadowMixWidthMod;
float _EnableRimLighting;
float _RimBrighten;
float _RimLightNormal;
float _RimHueShiftEnabled;
float _RimHueShiftSpeed;
float _RimHueShift;

#ifdef POI_AUDIOLINK
    half _AudioLinkRimWidthBand;
    float2 _AudioLinkRimWidthAdd;
    half _AudioLinkRimEmissionBand;
    float2 _AudioLinkRimEmissionAdd;
    half _AudioLinkRimBrightnessBand;
    float2 _AudioLinkRimBrightnessAdd;
#endif

#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
    POI_TEXTURE_NOSAMPLER(_RimTex);
#endif
#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
    POI_TEXTURE_NOSAMPLER(_RimMask);
#endif
#if defined(PROP_RIMWIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
    POI_TEXTURE_NOSAMPLER(_RimWidthNoiseTexture);
#endif

float _RimWidthNoiseStrength;

float4 rimColor = float4(0, 0, 0, 0);
float rim = 0;

void applyRimLighting(inout float4 albedo, inout float3 rimLightEmission)
{
    #if defined(PROP_RIMWIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
        float rimNoise = POI2D_SAMPLER_PAN(_RimWidthNoiseTexture, _MainTex, poiMesh.uv[_RimWidthNoiseTextureUV], _RimWidthNoiseTexturePan);
    #else
        float rimNoise = 0;
    #endif
    rimNoise = (rimNoise - .5) * _RimWidthNoiseStrength;
    
    float viewDotNormal = saturate(abs(dot(poiCam.viewDir, poiMesh.normals[_RimLightNormal])));

    UNITY_BRANCH
    if (_RimLightingInvert)
    {
        viewDotNormal = 1 - viewDotNormal;
    }
    float rimStrength = _RimStrength;
    float rimBrighten = _RimBrighten;

    float rimWidth = lerp( - .05, 1, _RimWidth);
    #ifdef POI_AUDIOLINK
        UNITY_BRANCH
        if (poiMods.audioLinkTextureExists)
        {
            rimWidth = clamp(rimWidth + lerp(_AudioLinkRimWidthAdd.x, _AudioLinkRimWidthAdd.y, poiMods.audioLink[_AudioLinkRimWidthBand]), - .05, 1);
            rimStrength += lerp(_AudioLinkRimEmissionAdd.x, _AudioLinkRimEmissionAdd.y, poiMods.audioLink[_AudioLinkRimEmissionBand]);
            rimBrighten += lerp(_AudioLinkRimBrightnessAdd.x, _AudioLinkRimBrightnessAdd.y, poiMods.audioLink[_AudioLinkRimBrightnessBand]);
        }
    #endif

    rimWidth -= rimNoise;
    #if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
        float rimMask = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiMesh.uv[_RimMaskUV], _RimMaskPan);
    #else
        float rimMask = 1;
    #endif
    
    #if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
        rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiMesh.uv[_RimTexUV], _RimTexPan) * _RimLightColor;
    #else
        rimColor = _RimLightColor;
    #endif
    
    UNITY_BRANCH
    if (_RimHueShiftEnabled)
    {
        rimColor.rgb = hueShift(rimColor.rgb, _RimHueShift + _Time.x * _RimHueShiftSpeed);
    }
    
    rimWidth = max(lerp(rimWidth, rimWidth * lerp(0, 1, poiLight.lightMap - _ShadowMixThreshold) * _ShadowMixWidthMod, _ShadowMix), 0);
    rim = 1 - smoothstep(min(_RimSharpness, rimWidth), rimWidth, viewDotNormal);
    rim *= _RimLightColor.a * rimColor.a * rimMask;
    rimLightEmission = rim * lerp(albedo, rimColor, _RimLightColorBias) * rimStrength;
    albedo.rgb = lerp(albedo.rgb, lerp(albedo.rgb, rimColor, _RimLightColorBias) + lerp(albedo.rgb, rimColor, _RimLightColorBias) * rimBrighten, rim);
}
#endif