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