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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Feature/Rim2.cginc
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2022-01-22 20:13:49 -08:00
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Rim2.cginc
/// @brief Secondary rim lighting effects.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_FEATURE_RIM2_CGINC
#define ALLOY_SHADERS_FEATURE_RIM2_CGINC
#if !defined(A_RIM2_ON) && defined(_RIM2_ON)
#define A_RIM2_ON
#endif
#ifdef A_RIM2_ON
#ifndef A_NORMAL_WORLD_ON
#define A_NORMAL_WORLD_ON
#endif
#ifndef A_VIEW_DIR_WORLD_ON
#define A_VIEW_DIR_WORLD_ON
#endif
#ifndef A_EMISSIVE_COLOR_ON
#define A_EMISSIVE_COLOR_ON
#endif
#endif
#include "Assets/Alloy/Shaders/Framework/Feature.cginc"
#ifdef A_RIM2_ON
/// Secondary rim lighting tint color.
/// Expects a linear HDR color.
half3 _Rim2Color;
#ifndef A_RIM2_EFFECTS_MAP_OFF
/// Secondary rim effect texture.
/// Expects an RGB map with sRGB sampling.
A_SAMPLER_2D(_RimTex2);
#endif
/// The weight of the secondary rim lighting effect.
/// Expects linear space value in the range [0,1].
half _Rim2Weight;
/// Fills in the center of the secondary rim lighting effect.
/// Expects linear-space values in the range [0,1].
half _Rim2Bias;
/// Controls the falloff of the secondary rim lighting effect.
/// Expects values in the range [0.01,n].
half _Rim2Power;
#endif
void aRim2(
inout ASurface s)
{
#ifdef A_RIM2_ON
half3 rim = _Rim2Color;
#ifndef A_RIM2_EFFECTS_MAP_OFF
float2 rimUv2 = A_TEX_TRANSFORM_UV_SCROLL(s, _RimTex2);
rim *= tex2D(_RimTex2, rimUv2).rgb;
#endif
s.emissiveColor += rim * aRimLight(_Rim2Weight * s.mask, _Rim2Bias, _Rim2Power, s.NdotV);
#endif
}
#endif // ALLOY_SHADERS_FEATURE_RIM2_CGINC