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authoryum <yum.food.vr@gmail.com>2024-06-29 03:17:55 -0700
committeryum <yum.food.vr@gmail.com>2024-06-29 03:17:55 -0700
commita57eca5f6f8756209018d034a12e0d75f9ee1ef5 (patch)
tree8f98a715c902a6251e79740a49cc4668f18f46fc /globals.cginc
parent24d1a84d2b18ee771585e22ec00fa190afde3df5 (diff)
Add basic decals
Also add polar masking rim lighting. Polar masking calculates the angle of the matcap UV (theta) and evalutes this function: m_{polar} = 1 / (1 + length(theta - theta_{configured}) It then masks the rim lighting effect using m_{polar}. Quantization applies to this effect.
Diffstat (limited to 'globals.cginc')
-rw-r--r--globals.cginc31
1 files changed, 31 insertions, 0 deletions
diff --git a/globals.cginc b/globals.cginc
index e4708c0..51f8a2f 100644
--- a/globals.cginc
+++ b/globals.cginc
@@ -112,6 +112,27 @@ texture2D _PBR_Overlay3_Mask;
float _PBR_Overlay3_Mask_Invert;
#endif
+#if defined(_DECAL0)
+texture2D _Decal0_BaseColor;
+float4 _Decal0_BaseColor_ST;
+float _Decal0_Emission_Strength;
+#endif
+#if defined(_DECAL1)
+texture2D _Decal1_BaseColor;
+float4 _Decal1_BaseColor_ST;
+float _Decal1_Emission_Strength;
+#endif
+#if defined(_DECAL2)
+texture2D _Decal2_BaseColor;
+float4 _Decal2_BaseColor_ST;
+float _Decal2_Emission_Strength;
+#endif
+#if defined(_DECAL3)
+texture2D _Decal3_BaseColor;
+float4 _Decal3_BaseColor_ST;
+float _Decal3_Emission_Strength;
+#endif
+
#if defined(_EMISSION)
texture2D _EmissionTex;
float _EmissionStrength;
@@ -201,6 +222,11 @@ float _Rim_Lighting0_Glitter_Amount;
float _Rim_Lighting0_Glitter_Speed;
float _Rim_Lighting0_Glitter_Quantization;
#endif
+#if defined(_RIM_LIGHTING0_POLAR_MASK)
+float _Rim_Lighting0_PolarMask_Enabled;
+float _Rim_Lighting0_PolarMask_Theta;
+float _Rim_Lighting0_PolarMask_Power;
+#endif
#endif
#if defined(_RIM_LIGHTING1)
@@ -221,6 +247,11 @@ float _Rim_Lighting1_Glitter_Amount;
float _Rim_Lighting1_Glitter_Speed;
float _Rim_Lighting1_Glitter_Quantization;
#endif
+#if defined(_RIM_LIGHTING1_POLAR_MASK)
+float _Rim_Lighting1_PolarMask_Enabled;
+float _Rim_Lighting1_PolarMask_Theta;
+float _Rim_Lighting1_PolarMask_Power;
+#endif
#endif
#if defined(_OKLAB)