slimecing

a fighting game featuring slimes and swords
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TMPro.cginc (2277B)


      1 float2 UnpackUV(float uv)
      2 { 
      3 	float2 output;
      4 	output.x = floor(uv / 4096);
      5 	output.y = uv - 4096 * output.x;
      6 
      7 	return output * 0.001953125;
      8 }
      9 
     10 fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
     11 {
     12 	half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
     13 	half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
     14 
     15 	faceColor.rgb *= faceColor.a;
     16 	outlineColor.rgb *= outlineColor.a;
     17 
     18 	faceColor = lerp(faceColor, outlineColor, outlineAlpha);
     19 
     20 	faceColor *= faceAlpha;
     21 
     22 	return faceColor;
     23 }
     24 
     25 float3 GetSurfaceNormal(float4 h, float bias)
     26 {
     27 	bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
     28 
     29 	h += bias+_BevelOffset;
     30 
     31 	float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
     32 
     33   // Track outline
     34 	h -= .5;
     35 	h /= bevelWidth;
     36 	h = saturate(h+.5);
     37 
     38 	if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
     39 	h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
     40 	h = min(h, 1.0-_BevelClamp);
     41 	h *= _Bevel * bevelWidth * _GradientScale * -2.0;
     42 
     43 	float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
     44 	float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
     45 
     46 	return cross(va, vb);
     47 }
     48 
     49 float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
     50 {
     51 	// Read "height field"
     52   float4 h = {tex2D(_MainTex, uv - delta.xz).a,
     53 				tex2D(_MainTex, uv + delta.xz).a,
     54 				tex2D(_MainTex, uv - delta.zy).a,
     55 				tex2D(_MainTex, uv + delta.zy).a};
     56 
     57 	return GetSurfaceNormal(h, bias);
     58 }
     59 
     60 float3 GetSpecular(float3 n, float3 l)
     61 {
     62 	float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
     63 	return _SpecularColor.rgb * spec * _SpecularPower;
     64 }
     65 
     66 float4 GetGlowColor(float d, float scale)
     67 {
     68 	float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
     69 	float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
     70 	glow = saturate(abs(glow/(1.0 + t)));
     71 	glow = 1.0-pow(glow, _GlowPower);
     72 	glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
     73 	return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
     74 }
     75 
     76 float4 BlendARGB(float4 overlying, float4 underlying)
     77 {
     78 	overlying.rgb *= overlying.a;
     79 	underlying.rgb *= underlying.a;
     80 	float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
     81 	float alpha = underlying.a + (1-underlying.a)*overlying.a;
     82 	return float4(blended, alpha);
     83 }
     84