void VertShader(inout appdata_full v, out Input data) { v.vertex.x += _VertexOffsetX; v.vertex.y += _VertexOffsetY; UNITY_INITIALIZE_OUTPUT(Input, data); float bold = step(v.texcoord1.y, 0); // Generate normal for backface float3 view = ObjSpaceViewDir(v.vertex); v.normal *= sign(dot(v.normal, view)); #if USE_DERIVATIVE data.param.y = 1; #else float4 vert = v.vertex; float4 vPosition = UnityObjectToClipPos(vert); float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); float scale = rsqrt(dot(pixelSize, pixelSize)); scale *= abs(v.texcoord1.y) * _GradientScale * 1.5; scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); data.param.y = scale; #endif //float opacity = v.color.a; data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // v.texcoord1.xy = UnpackUV(v.texcoord1.x); data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); } void PixShader(Input input, inout SurfaceOutput o) { #if USE_DERIVATIVE | BEVEL_ON float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, tex2D(_MainTex, input.uv_MainTex + delta.xz).a, tex2D(_MainTex, input.uv_MainTex - delta.zy).a, tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; #endif #if USE_DERIVATIVE // Screen space scaling reciprocal with anisotropic correction float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); float2 tdx = ddx(input.uv_MainTex)*res; float2 tdy = ddy(input.uv_MainTex)*res; float lx = length(tdx); float ly = length(tdy); float s = sqrt(min(lx, ly) / max(lx, ly)); s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; #else float scale = input.param.y; #endif // Signed distance float c = tex2D(_MainTex, input.uv_MainTex).a; float sd = (.5 - c - input.param.x) * scale + .5; float outline = _OutlineWidth*_ScaleRatioA * scale; float softness = _OutlineSoftness*_ScaleRatioA * scale; // Color & Alpha float4 faceColor = _FaceColor; float4 outlineColor = _OutlineColor; faceColor *= input.color; //outlineColor.a *= input.color.a; faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); //outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); faceColor = GetColorBase(sd, faceColor, softness); faceColor.rgb /= max(faceColor.a, 0.0001); #if BEVEL_ON // Face Normal float3 n = GetSurfaceNormal(smp4x, input.param.x); // Bumpmap float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); bump = lerp(float3(0, 0, 1), bump, faceColor.a); n = normalize(n - bump); // Cubemap reflection fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; #else float3 n = float3(0, 0, -1); float3 emission = float3(0, 0, 0); #endif #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); glowColor.a *= input.color.a; emission += glowColor.rgb*glowColor.a; faceColor = BlendARGB(glowColor, faceColor); faceColor.rgb /= max(faceColor.a, 0.0001); #endif // Set Standard output structure o.Albedo = faceColor.rgb; o.Normal = -n; o.Emission = emission; o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); o.Gloss = 1; o.Alpha = faceColor.a; }