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authoryum <yum.food.vr@gmail.com>2025-03-25 17:03:16 -0700
committeryum <yum.food.vr@gmail.com>2025-03-25 17:03:16 -0700
commit2a5186af2dce81d7d630f2969cfc5bcf2e2ddd66 (patch)
tree4ed8dac2899cc5e250551585391dc96f51dfe423 /2ner.cginc
parentb377dd05175d5bffaeef9c55051cd396c127daef (diff)
Add letter grid gimmick
Diffstat (limited to '2ner.cginc')
-rw-r--r--2ner.cginc19
1 files changed, 18 insertions, 1 deletions
diff --git a/2ner.cginc b/2ner.cginc
index e8737a5..d9a5b4b 100644
--- a/2ner.cginc
+++ b/2ner.cginc
@@ -11,6 +11,7 @@
#include "globals.cginc"
#include "harnack_tracing.cginc"
#include "interpolators.cginc"
+#include "letter_grid.cginc"
#include "matcaps.cginc"
#include "poi.cginc"
#include "ssfd.cginc"
@@ -125,6 +126,13 @@ v2f vert(appdata v) {
o.uv01.xy = v.uv0;
o.uv01.zw = v.uv1;
+#if defined(_MIRROR_UVS_IN_MIRROR)
+ [branch]
+ if (isInMirror()) {
+ o.uv01.x = 1.0 - o.uv01.x;
+ o.uv01.z = 1.0 - o.uv01.z;
+ }
+#endif
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.objPos = v.vertex;
o.eyeVec.xyz = normalize(o.worldPos - _WorldSpaceCameraPos);
@@ -188,6 +196,13 @@ float4 frag(v2f i
pbr.normal = eye_effect_00.normal;
#endif
+#if defined(_LETTER_GRID)
+ LetterGridOutput letter_grid_output = LetterGrid(i);
+ pbr.albedo.rgb = lerp(pbr.albedo.rgb, letter_grid_output.albedo, letter_grid_output.albedo.a);
+ pbr.metallic = lerp(pbr.metallic, letter_grid_output.metallic, letter_grid_output.albedo.a);
+ pbr.roughness = lerp(pbr.roughness, letter_grid_output.roughness, letter_grid_output.albedo.a);
+#endif
+
[branch]
if (_Mode == 1) {
clip(pbr.albedo.a - _Clip);
@@ -208,7 +223,6 @@ float4 frag(v2f i
l.specular = max(0, l.specular);
#endif
-
pbr.albedo.rgb = visualizeInFalseColor(pbr.albedo.rgb);
float4 lit = YumBRDF(i, l, pbr);
@@ -235,6 +249,9 @@ float4 frag(v2f i
#if defined(_EMISSION) || (defined(_GLITTER) && defined(FORWARD_BASE_PASS)) || defined(OUTLINE_PASS)
lit.rgb += pbr.emission;
#endif
+#if defined(_LETTER_GRID)
+ lit.rgb += letter_grid_output.emission * letter_grid_output.albedo.a;
+#endif
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
UNITY_APPLY_FOG(_unity_fogCoord, lit.rgb);