float2 UnpackUV(float uv) { float2 output; output.x = floor(uv / 4096); output.y = uv - 4096 * output.x; return output * 0.001953125; } fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) { half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); faceColor.rgb *= faceColor.a; outlineColor.rgb *= outlineColor.a; faceColor = lerp(faceColor, outlineColor, outlineAlpha); faceColor *= faceAlpha; return faceColor; } fixed4 GetColorOutline(half d, fixed4 outlineColor, half outline, half softness) { half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); outlineColor.rgb *= outlineColor.a; outlineColor *= faceAlpha; return outlineColor; } fixed4 GetColorBase(half d, fixed4 faceColor, half softness) { half faceAlpha = 1-saturate((d * 0.5 + softness * 0.5) / (1.0 + softness)); half outlineAlpha = saturate(d * 0.5); faceColor.rgb *= faceColor.a; faceColor *= faceAlpha; return faceColor; } float3 GetSurfaceNormal(float4 h, float bias) { bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); h += bias+_BevelOffset; float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); // Track outline h -= .5; h /= bevelWidth; h = saturate(h+.5); if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); h = min(h, 1.0-_BevelClamp); h *= _Bevel * bevelWidth * _GradientScale * -2.0; float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); return cross(va, vb); } float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) { // Read "height field" float4 h = {tex2D(_MainTex, uv - delta.xz).a, tex2D(_MainTex, uv + delta.xz).a, tex2D(_MainTex, uv - delta.zy).a, tex2D(_MainTex, uv + delta.zy).a}; return GetSurfaceNormal(h, bias); } float3 GetSpecular(float3 n, float3 l) { float spec = pow(max(0.0, dot(n, l)), _Reflectivity); return _SpecularColor.rgb * spec * _SpecularPower; } float4 GetGlowColor(float d, float scale) { float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; glow = saturate(abs(glow/(1.0 + t))); glow = 1.0-pow(glow, _GlowPower); glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); } float4 BlendARGB(float4 overlying, float4 underlying) { overlying.rgb *= overlying.a; underlying.rgb *= underlying.a; float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); float alpha = underlying.a + (1-underlying.a)*overlying.a; return float4(blended, alpha); }