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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Mods/Shaders/Definition/DeferredDecalAdvanced.cginc
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2022-01-22 20:13:49 -08:00

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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file DeferredDecal.cginc
/// @brief Deferred Decal surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_MODS_SHADERS_DEFINITION_DECAL_CGINC
#define ALLOY_MODS_SHADERS_DEFINITION_DECAL_CGINC
#define A_METALLIC_ON
#define A_AMBIENT_OCCLUSION_ON
#define A_SURFACE_CUSTOM_FIELDS \
half decalMask2;
#include "Assets/Alloy/Shaders/Framework/Type.cginc"
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
half3 _GlowColor;
half _RoughnessMin;
half _RoughnessMax;
half _AoAsCavity;
half _BaseColorWeight;
half _NormalsWeight;
void aVertexShader(
inout AVertex v)
{
aStandardVertexShader(v);
}
void aColorShader(
inout half4 color,
ASurface s)
{
aStandardColorShader(v);
}
void aGbufferShader(
inout AGbuffer gb,
ASurface s)
{
#ifdef A_DECAL_ALPHA_FIRSTPASS_SHADER
gb.diffuseOcclusion.a = s.decalMask2;
gb.specularSmoothness.a = s.opacity;
gb.normalType.a = s.opacity;
gb.emissionSubsurface.a = s.decalMask2;
#ifdef A_SHADOW_MASKS_BUFFER_ON
gb.shadowMasks.a = s.opacity;
#endif
#else
gb.diffuseOcclusion.a *= s.decalMask2;
gb.specularSmoothness.a *= s.opacity;
gb.normalType.a *= s.opacity;
gb.emissionSubsurface.a *= s.decalMask2; // TODO: Apply AO to emission for outside areas' ambient.
#ifdef A_SHADOW_MASKS_BUFFER_ON
gb.shadowMasks.a *= s.opacity;
#endif
#endif
}
void aSurfaceShader(
inout ASurface s)
{
s.baseUv = A_BV(s, A_TEX_TRANSFORM_UV_SCROLL(s, _SpecTex));
s.baseTiling = _SpecTex_ST.xy;
aParallax(s);
s.baseColor = _Color.rgb * aBaseVertexColorTint(s);
half4 material = aSampleMaterial(s);
s.opacity = _Color.a * material.A_SPECULARITY_CHANNEL;
//s.emissiveColor = _GlowColor * material.A_METALLIC_CHANNEL;
s.decalMask2 = material.A_METALLIC_CHANNEL;
s.metallic = _Metal;
s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
s.specularity = _Specularity;
s.roughness = lerp(_RoughnessMin, _RoughnessMax, material.A_ROUGHNESS_CHANNEL);
s.baseColor *= aLerpOneTo(s.ambientOcclusion, _AoAsCavity);
s.normalTangent = A_NT(s, aSampleBump(s));
}
#endif // ALLOY_MODS_SHADERS_DEFINITION_DECAL_CGINC