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#ifndef __TOONER_OUTLINE_PASS
#define __TOONER_OUTLINE_PASS
#define _OUTLINE_INTERPOLATORS
#include "audiolink.cginc"
#include "clones.cginc"
#include "globals.cginc"
#include "math.cginc"
#include "pbr.cginc"
#include "tooner_scroll.cginc"
#include "UnityCG.cginc"
struct tess_data
{
float4 vertex : INTERNALTESSPOS;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD2;
};
struct tess_factors {
float edge[3] : SV_TessFactor;
float inside: SV_InsideTessFactor;
};
v2f vert(appdata v)
{
float outline_mask = _Outline_Mask.SampleLevel(linear_repeat_s, v.uv0.xy, /*lod=*/1);
outline_mask = _Outline_Mask_Invert > 1E-6 ? 1 - outline_mask : outline_mask;
float4 position = v.vertex;
#if !defined(_WORLD_SPACE_SCALING)
#if defined(_EXPLODE)
if (_Explode_Phase <= 1E-6) {
position.xyz += v.normal * _Outline_Width * .1 * outline_mask;
}
#else
position.xyz += v.normal * _Outline_Width * .1 * outline_mask;
#endif
#endif
position = mul(unity_ObjectToWorld, position);
const float3 normal = UnityObjectToWorldNormal(v.normal);
#if defined(_WORLD_SPACE_SCALING)
// Perform scaling operation in world space so that object scale doesn't
// affect outline width. This is handy on avatars with a bunch of different
// gameobjects that have different scale.
#if defined(_EXPLODE)
if (_Explode_Phase <= 1E-6) {
position.xyz += normal * _Outline_Width * .1 * outline_mask;
}
#else
position.xyz += normal * _Outline_Width * .1 * outline_mask;
#endif
#endif
// Transform back to object, then clip.
position = mul(unity_WorldToObject, position);
v.vertex.xyz = position.xyz;
v2f o;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.objPos = v.vertex;
o.clipPos = UnityObjectToClipPos(v.vertex);
o.normal = normal;
o.uv = v.uv0.xy;
#if defined(LIGHTMAP_ON)
o.lmuv = v.uv1 * unity_LightmapST.xy + unity_LightmapST.zw
#endif
return o;
}
tess_data hull_vertex(appdata v)
{
float outline_mask = _Outline_Mask.SampleLevel(linear_repeat_s, v.uv0.xy, /*lod=*/3);
outline_mask = _Outline_Mask_Invert > 1E-6 ? 1 - outline_mask : outline_mask;
float4 position = v.vertex;
position = mul(unity_ObjectToWorld, position);
const float3 normal = UnityObjectToWorldNormal(v.normal);
// Perform scaling operation in world space so that object scale doesn't
// affect outline width. This is handy on avatars with a bunch of different
// gameobjects that have different scale.
#if defined(_EXPLODE)
if (_Explode_Phase <= 1E-6) {
position.xyz += normal * _Outline_Width * .1 * outline_mask;
}
#else
position.xyz += normal * _Outline_Width * .1 * outline_mask;
#endif
// Transform back to object, then clip.
position = mul(unity_WorldToObject, position);
v.vertex.xyz = position.xyz;
tess_data o;
o.vertex = v.vertex;
o.normal = normal;
o.uv = v.uv0.xy;
return o;
}
tess_factors patch_constant(InputPatch<tess_data, 3> patch)
{
tess_factors f;
float3 worldPos = mul(unity_ObjectToWorld, patch[0].vertex);
float factor = _Tess_Factor;
if (_Tess_Dist_Cutoff > 0 && length(_WorldSpaceCameraPos - worldPos) > _Tess_Dist_Cutoff) {
factor = 1;
}
f.edge[0] = factor;
f.edge[1] = factor;
f.edge[2] = factor;
f.inside = factor;
return f;
}
[UNITY_domain("tri")]
[UNITY_outputcontrolpoints(3)]
[UNITY_outputtopology("triangle_cw")]
[UNITY_partitioning("fractional_odd")]
[UNITY_patchconstantfunc("patch_constant")]
tess_data hull(
InputPatch<tess_data, 3> patch,
uint id : SV_OutputControlPointID)
{
return patch[id];
}
[UNITY_domain("tri")]
v2f domain(
tess_factors factors,
OutputPatch<tess_data, 3> patch,
float3 baryc : SV_DomainLocation)
{
v2f data;
#define DOMAIN_INTERP(fieldName) data.fieldName = \
patch[0].fieldName * baryc.x + \
patch[1].fieldName * baryc.y + \
patch[2].fieldName * baryc.z;
DOMAIN_INTERP(uv);
DOMAIN_INTERP(normal);
//DOMAIN_INTERP(tangent);
#if defined(VERTEXLIGHT_ON)
DOMAIN_INTERP(vertexLightColor);
#endif
float4 pos =
patch[0].vertex * baryc.x +
patch[1].vertex * baryc.y +
patch[2].vertex * baryc.z;
data.clipPos = UnityObjectToClipPos(pos);
data.objPos = pos;
data.worldPos = mul(unity_ObjectToWorld, pos);
return data;
}
// maxvertexcount == the number of vertices we create
#if defined(_CLONES)
[maxvertexcount(15)]
#else
[maxvertexcount(3)]
#endif
void geom(triangle v2f tri_in[3],
uint pid: SV_PrimitiveID,
inout TriangleStream<v2f> tri_out)
{
#if !defined(_OUTLINES)
return;
#endif
v2f v0 = tri_in[0];
v2f v1 = tri_in[1];
v2f v2 = tri_in[2];
float3 v0_objPos;
float3 v1_objPos;
float3 v2_objPos;
float3 n = normalize(cross(v1.worldPos - v0.worldPos, v2.worldPos - v0.worldPos));
float3 avg_pos;
#if defined(_EXPLODE)
float3 n0 = v0.normal;
float3 n1 = v1.normal;
float3 n2 = v2.normal;
float phase = _Explode_Phase;
phase = smoothstep(0, 1, phase);
phase *= phase;
phase *= 4;
if (phase > 1E-6) {
const float pid_rand = rand((int) pid);
float3 axis = normalize(float3(
rand((int) ((v0.uv.x + v0.uv.y) * 1E9)) * 2 - 1,
rand((int) ((v1.uv.x + v1.uv.y) * 1E9)) * 2 - 1,
rand((int) ((v2.uv.x + v2.uv.y) * 1E9)) * 2 - 1));
float3 np = BlendNormals(n, axis * phase);
v0.worldPos += np * phase * pid_rand;
v1.worldPos += np * phase * pid_rand;
v2.worldPos += np * phase * pid_rand;
v0_objPos = mul(unity_WorldToObject, float4(v0.worldPos, 1));
v1_objPos = mul(unity_WorldToObject, float4(v1.worldPos, 1));
v2_objPos = mul(unity_WorldToObject, float4(v2.worldPos, 1));
float chrono = 0;
#if defined(_AUDIOLINK)
if (AudioLinkIsAvailable()) {
chrono = (AudioLinkDecodeDataAsUInt( ALPASS_CHRONOTENSITY + uint2( 2, 1 ) ) % 1000000) / 1000000.0;
}
#endif
v0.worldPos += n * phase * sin(_Time[2] + length(v0_objPos)*6 + chrono) * .01 + chrono * n * phase * .2;
v1.worldPos += n * phase * sin(_Time[2] + length(v1_objPos)*6 + chrono) * .01 + chrono * n * phase * .2;
v2.worldPos += n * phase * sin(_Time[2] + length(v2_objPos)*6 + chrono) * .01 + chrono * n * phase * .2;
avg_pos = (v0.worldPos + v1.worldPos + v2.worldPos) / 3;
v0.worldPos -= avg_pos;
v1.worldPos -= avg_pos;
v2.worldPos -= avg_pos;
float r = rand((int) pid);
float theta = phase * 3.14159 * 4 + phase * (sin(_Time[1] * (1 + pid_rand) / 2.0 + r) + cos(_Time[1] * (1 + pid_rand) / 6.1 + r) * 2) * pid_rand * 2;
float4 quat = get_quaternion(axis, theta);
v0.worldPos = rotate_vector(v0.worldPos, quat);
v1.worldPos = rotate_vector(v1.worldPos, quat);
v2.worldPos = rotate_vector(v2.worldPos, quat);
//v0.worldPos *= 1.1;
//v1.worldPos *= 1.1;
//v2.worldPos *= 1.1;
v0.worldPos += avg_pos;
v1.worldPos += avg_pos;
v2.worldPos += avg_pos;
float3 nn = normalize(cross(v1.worldPos - v0.worldPos, v2.worldPos - v0.worldPos));
v0.worldPos -= nn * .0005;
v1.worldPos -= nn * .0005;
v2.worldPos -= nn * .0005;
v0.normal = nn;
v1.normal = nn;
v2.normal = nn;
// Omit geometry that's too close when exploded.
/*
if (_Explode_Phase > .05 && length(v0.worldPos - _WorldSpaceCameraPos) < .2) {
return;
}
*/
// Apply transformed worldPos to other coordinate systems.
v0_objPos = mul(unity_WorldToObject, float4(v0.worldPos, 1));
v1_objPos = mul(unity_WorldToObject, float4(v1.worldPos, 1));
v2_objPos = mul(unity_WorldToObject, float4(v2.worldPos, 1));
v0.clipPos = UnityObjectToClipPos(v0_objPos);
v1.clipPos = UnityObjectToClipPos(v1_objPos);
v2.clipPos = UnityObjectToClipPos(v2_objPos);
}
#endif
#if defined(_SCROLL)
{
float3 n = normalize(cross(v1.worldPos - v0.worldPos, v2.worldPos - v0.worldPos));
float3 avg_pos = (v0.worldPos + v1.worldPos + v2.worldPos) / 3;
v0.worldPos = applyScroll(v0.worldPos, n, avg_pos);
v1.worldPos = applyScroll(v1.worldPos, n, avg_pos);
v2.worldPos = applyScroll(v2.worldPos, n, avg_pos);
float3 v0_objPos = mul(unity_WorldToObject, float4(v0.worldPos, 1));
float3 v1_objPos = mul(unity_WorldToObject, float4(v1.worldPos, 1));
float3 v2_objPos = mul(unity_WorldToObject, float4(v2.worldPos, 1));
v0.clipPos = UnityObjectToClipPos(v0_objPos);
v1.clipPos = UnityObjectToClipPos(v1_objPos);
v2.clipPos = UnityObjectToClipPos(v2_objPos);
}
#endif
#if defined(_CLONES)
v2f clone_verts[3] = {v0, v1, v2};
add_clones(clone_verts, tri_out);
#endif // _CLONES
// Output transformed geometry.
tri_out.Append(v0);
tri_out.Append(v1);
tri_out.Append(v2);
tri_out.RestartStrip();
}
fixed4 frag (v2f i) : SV_Target
{
float iddx = ddx(i.uv.x) / 4;
float iddy = ddx(i.uv.y) / 4;
#if defined(_BASECOLOR_MAP)
float4 albedo = _BaseColorTex.SampleGrad(linear_repeat_s, i.uv, iddx, iddy);
albedo *= _BaseColor;
#else
float4 albedo = _BaseColor;
#endif // _BASECOLOR_MAP
#if defined(_RENDERING_CUTOUT)
clip(albedo.a - _Alpha_Cutoff);
#endif
// TODO FIXME the normals are fucked in pbr pass, causing flickering
//return _Outline_Color;
//float3 flat_normal = normalize(UnpackNormal(float4(128, 128, 255, 255)/255));
float3 flat_normal = normalize(_WorldSpaceCameraPos - i.worldPos);
float4 vertex_light_color = 0;
float4 result = getLitColor(
vertex_light_color,
_Outline_Color, i.worldPos, flat_normal, 0, 0, i.uv, i);
result += _Outline_Color * _Outline_Emission_Strength;
#if defined(_EXPLODE) && defined(_AUDIOLINK)
if (AudioLinkIsAvailable() && _Explode_Phase > 1E-6) {
float4 al_color =
AudioLinkData(
ALPASS_CCLIGHTS +
uint2(uint(i.uv.x * 8) + uint(i.uv.y * 16) * 8, 0 )).rgba;
result = lerp(result, al_color, _Explode_Phase * _Explode_Phase);
}
#endif
return result;
}
#endif // __TOONER_OUTLINE_PASS
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