| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384 | 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;}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);}
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