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#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED
#include "UnityCG.cginc"
////////////////////////////////////////
// Space functions
//
inline float4 calculateWorldPos(float4 vertex)
{
return mul(unity_ObjectToWorld, vertex);
}
inline float4 calculateLocalPos(float4 vertex)
{
return UnityObjectToClipPos(vertex);
}
inline half3 calculateWorldNormal(float3 normal)
{
return UnityObjectToWorldNormal(normal);
}
////////////////////////////////////////
// Maths functions
//
inline float dotClamped(float3 a, float3 b)
{
#if (SHADER_TARGET < 30 || defined(SHADER_API_PS3))
return saturate(dot(a, b));
#else
return max(0.0h, dot(a, b));
#endif
}
inline float oneDividedBy(float value)
{
//Catches NANs
float sign_value = sign(value);
float sign_value_squared = sign_value*sign_value;
return sign_value_squared / ( value + sign_value_squared - 1.0);
}
inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
{
float4 qr;
float half_angle = (angleRadians * 0.5);
qr.x = axis.x * sin(half_angle);
qr.y = axis.y * sin(half_angle);
qr.z = axis.z * sin(half_angle);
qr.w = cos(half_angle);
return qr;
}
inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians)
{
float4 q = quat_from_axis_angle(axis, angleRadians);
float3 v = position.xyz;
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
uniform sampler2D _BumpMap;
inline half3 calculateWorldTangent(float4 tangent)
{
return UnityObjectToWorldDir(tangent);
}
inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentW)
{
// For odd-negative scale transforms we need to flip the binormal
return cross(normalWorld, tangentWorld.xyz) * tangentW * unity_WorldTransformParams.w;
}
inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
{
half3 localNormal = UnpackNormal(tex2D(_BumpMap, texUV));
half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
half3 normal = normalize(mul(localNormal, rotation));
return normal;
}
#endif // _NORMALMAP
////////////////////////////////////////
// Blending functions
//
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor * color;
finalPixel.rgb *= lighting * color.a;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = color * texureColor;
finalPixel.rgb *= lighting;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * color.rgb * lighting * 2.0f;
finalPixel.a = color.a * texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f * color;
finalPixel.rgb *= lighting * color.a;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = texureColor * color;
finalPixel.rgb *= lighting * finalPixel.a;
#else
finalPixel.a = texureColor.a * color.a;
finalPixel.rgb = texureColor.rgb * color.rgb * (lighting * finalPixel.a);
#endif
return finalPixel;
}
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor;
finalPixel.rgb *= lighting;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = texureColor;
finalPixel.rgb *= lighting;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * lighting * 2.0f;
finalPixel.a = texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f;
finalPixel.rgb *= lighting;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = texureColor;
finalPixel.rgb *= lighting * finalPixel.a;
#else
finalPixel.a = texureColor.a;
finalPixel.rgb = texureColor.rgb * (lighting * finalPixel.a);
#endif
return finalPixel;
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel.rgb = texureColor.rgb * lighting * color.rgb * color.a;
finalPixel.a = 1.0;
#else
//All other alpha
finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor * color;
finalPixel.rgb *= color.a;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = color * texureColor;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * color.rgb * 2.0f;
finalPixel.a = color.a * texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f * color;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = color * texureColor;
finalPixel.rgb *= finalPixel.a;
#else
//Standard alpha
finalPixel.a = texureColor.a * color.a;
finalPixel.rgb = (texureColor.rgb * color.rgb) * finalPixel.a;
#endif
return finalPixel;
}
inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = texureColor;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * 2.0f;
finalPixel.a = texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = texureColor;
finalPixel.rgb *= finalPixel.a;
#else
//Standard alpha
finalPixel.a = texureColor.a;
finalPixel.rgb = texureColor.rgb * finalPixel.a;
#endif
return finalPixel;
}
////////////////////////////////////////
// Alpha Clipping
//
#if defined(_ALPHA_CLIP)
uniform fixed _Cutoff;
#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
#else
#define ALPHA_CLIP(pixel, color)
#endif
////////////////////////////////////////
// Color functions
//
uniform fixed4 _Color;
inline fixed4 calculateVertexColor(fixed4 color)
{
return color * _Color;
}
#if defined(_COLOR_ADJUST)
uniform float _Hue;
uniform float _Saturation;
uniform float _Brightness;
uniform fixed4 _OverlayColor;
float3 rgb2hsv(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
{
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
inline fixed4 adjustColor(fixed4 color)
{
float3 hsv = rgb2hsv(color.rgb);
hsv.x += _Hue;
hsv.y *= _Saturation;
hsv.z *= _Brightness;
color.rgb = hsv2rgb(hsv);
return color;
}
#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
#else // !_COLOR_ADJUST
#define COLORISE(pixel)
#define COLORISE_ADDITIVE(pixel)
#endif // !_COLOR_ADJUST
////////////////////////////////////////
// Texture functions
//
uniform sampler2D _MainTex;
#if _TEXTURE_BLEND
uniform sampler2D _BlendTex;
uniform float _BlendAmount;
fixed4 calculateBlendedTexturePixel(float2 texcoord)
{
return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
}
#endif // _TEXTURE_BLEND
inline fixed4 calculateTexturePixel(float2 texcoord)
{
fixed4 pixel;
#if _TEXTURE_BLEND
pixel = calculateBlendedTexturePixel(texcoord);
#else
pixel = tex2D(_MainTex, texcoord);
#endif // !_TEXTURE_BLEND
#if defined(_COLOR_ADJUST)
pixel = adjustColor(pixel);
#endif // _COLOR_ADJUST
return pixel;
}
uniform fixed4 _MainTex_ST;
inline float2 calculateTextureCoord(float4 texcoord)
{
return TRANSFORM_TEX(texcoord, _MainTex);
}
#endif // SHADER_SHARED_INCLUDED