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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 SkinTextures.cginc
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/// @brief Main set of textures for Skin shaders.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_FEATURE_SKIN_TEXTURES_CGINC
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#define ALLOY_SHADERS_FEATURE_SKIN_TEXTURES_CGINC
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#ifdef A_SKIN_TEXTURES_ON
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#ifndef A_METALLIC_ON
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#define A_METALLIC_ON
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#endif
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#ifndef A_AMBIENT_OCCLUSION_ON
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#define A_AMBIENT_OCCLUSION_ON
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#endif
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#ifndef A_SUBSURFACE_ON
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#define A_SUBSURFACE_ON
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#endif
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#ifndef A_SCATTERING_ON
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#define A_SCATTERING_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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void aSkinTextures(
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inout ASurface s)
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{
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#ifdef A_SKIN_TEXTURES_ON
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half4 base = aBase(s);
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s.baseColor = base.rgb;
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s.subsurface = A_SS(s, base.a);
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s.opacity = 1.0h - base.a;
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aCutout(s);
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half4 material = aSampleMaterial(s);
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s.metallic = _Metal * material.A_METALLIC_CHANNEL;
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s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
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s.specularity = _Specularity * material.A_SPECULARITY_CHANNEL;
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s.roughness = _Roughness * material.A_ROUGHNESS_CHANNEL;
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// Jon Moore recommends a mip bias of 3.0 for blurred skin normals.
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// http://www.gamasutra.com/view/news/128934/Indepth_Skin_shading_in_Unity3D.php
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s.normalTangent = A_NT(s, aSampleBump(s));
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s.blurredNormalTangent = aSampleBumpBias(s, 3.0f);
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#endif
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}
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#endif // ALLOY_SHADERS_FEATURE_SKIN_TEXTURES_CGINC
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