mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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73 lines
1.8 KiB
HLSL
Vendored
73 lines
1.8 KiB
HLSL
Vendored
// 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 Rim.cginc
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/// @brief Rim lighting effects.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_FEATURE_RIM_CGINC
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#define ALLOY_SHADERS_FEATURE_RIM_CGINC
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#if !defined(A_RIM_ON) && defined(_RIM_ON)
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#define A_RIM_ON
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#endif
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#ifdef A_RIM_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_RIM_ON
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/// Rim lighting tint color.
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/// Expects a linear HDR color.
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half3 _RimColor;
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#ifndef A_RIM_EFFECTS_MAP_OFF
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/// Rim effect texture.
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/// Expects an RGB map with sRGB sampling.
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A_SAMPLER_2D(_RimTex);
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#endif
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/// The weight of the rim lighting effect.
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/// Expects linear space value in the range [0,1].
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half _RimWeight;
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/// Fills in the center of the rim lighting effect.
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/// Expects linear-space values in the range [0,1].
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half _RimBias;
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/// Controls the falloff of the rim lighting effect.
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/// Expects values in the range [0.01,n].
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half _RimPower;
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#endif
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void aRim(
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inout ASurface s)
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{
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#ifdef A_RIM_ON
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half3 rim = _RimColor;
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#ifndef A_RIM_EFFECTS_MAP_OFF
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float2 rimUv = A_TEX_TRANSFORM_UV_SCROLL(s, _RimTex);
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rim *= tex2D(_RimTex, rimUv).rgb;
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#endif
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s.emissiveColor += rim * aRimLight(_RimWeight * s.mask, _RimBias, _RimPower, s.NdotV);
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#endif
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}
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#endif // ALLOY_SHADERS_FEATURE_RIM_CGINC
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