mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 12:44:26 -07:00
77 lines
2.5 KiB
HLSL
77 lines
2.5 KiB
HLSL
// 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 Skin.cginc
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/// @brief Skin surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_MODS_SHADERS_DEFINITION_SKIN_CGINC
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#define ALLOY_MODS_SHADERS_DEFINITION_SKIN_CGINC
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#ifndef A_VERTEX_COLOR_IS_DATA
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#define A_VERTEX_COLOR_IS_DATA
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#endif
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#define A_NORMAL_MAPPING_ON
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#define A_SKIN_TEXTURES_ON
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#define A_DETAIL_MASK_VERTEX_COLOR_ALPHA_ON
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#define A_DETAIL_COLOR_MAP_OFF
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#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
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#include "Assets/Alloy/Shaders/Type/Standard.cginc"
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// Red Detail.
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half _RedDetailMaskStrength;
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A_SAMPLER_2D(_RedDetailNormalMap);
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half _RedDetailWeight;
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half _RedDetailNormalMapScale;
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// Green Detail.
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half _GreenDetailMaskStrength;
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A_SAMPLER_2D(_GreenDetailNormalMap);
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half _GreenDetailWeight;
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half _GreenDetailNormalMapScale;
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// Blue Detail.
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half _BlueDetailMaskStrength;
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A_SAMPLER_2D(_BlueDetailNormalMap);
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half _BlueDetailWeight;
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half _BlueDetailNormalMapScale;
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void aSurfaceShader(
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inout ASurface s)
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{
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aParallax(s);
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aDissolve(s);
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aSkinTextures(s);
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// Red Detail.
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half mask = _RedDetailWeight * aLerpOneTo(s.vertexColor.r, _RedDetailMaskStrength);
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float2 detailUv = A_TEX_TRANSFORM_UV_SCROLL(s, _RedDetailNormalMap);
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half3 detailNormalTangent = UnpackScaleNormal(tex2D(_RedDetailNormalMap, detailUv), mask * _RedDetailNormalMapScale);
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s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, detailNormalTangent));
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// Green Detail.
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mask = _GreenDetailWeight * aLerpOneTo(s.vertexColor.g, _GreenDetailMaskStrength);
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detailUv = A_TEX_TRANSFORM_UV_SCROLL(s, _GreenDetailNormalMap);
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detailNormalTangent = UnpackScaleNormal(tex2D(_GreenDetailNormalMap, detailUv), mask * _GreenDetailNormalMapScale);
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s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, detailNormalTangent));
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// Blue Detail.
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mask = _BlueDetailWeight * aLerpOneTo(s.vertexColor.b, _BlueDetailMaskStrength);
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detailUv = A_TEX_TRANSFORM_UV_SCROLL(s, _BlueDetailNormalMap);
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detailNormalTangent = UnpackScaleNormal(tex2D(_BlueDetailNormalMap, detailUv), mask * _BlueDetailNormalMapScale);
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s.normalTangent = A_NT(s, BlendNormals(s.normalTangent, detailNormalTangent));
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aDetail(s);
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aTeamColor(s);
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aDecal(s);
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aWetness(s);
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aRim(s);
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aEmission(s);
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}
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#endif // ALLOY_MODS_SHADERS_DEFINITION_SKIN_CGINC
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