Added SurfaceFeatureFlags;
Added OutlineScope; Added AngelRingScope; Change up Outline pass
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@@ -128,27 +128,11 @@ void Frag(PackedVaryingsToPS packedInput,
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#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
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discard;
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#endif
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//v.2.0.5
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if (_ZOverDrawMode > 0.99f)
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{
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
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return;
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}
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_Color = _BaseColor;
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float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float4 Set_UV0 = input.texCoord0;
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float4 uv0 = input.texCoord0;
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// The following temporary definition of unity_AmbientEquator is for HDRP only.
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// The following temporary definition of unity_AmbientEquator is for HDRP only.
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//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
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//v.2.0.9
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//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
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@@ -160,25 +144,15 @@ void Frag(PackedVaryingsToPS packedInput,
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float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
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ambientSkyColor *= GetCurrentExposureMultiplier() * 5.0f;
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float4 _MainTex_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _MainTex));
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float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb;
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float3 _Is_BlendBaseColor_var = lerp(_Outline_Color.rgb * ambientSkyColor, (_Outline_Color.rgb * ambientSkyColor * Set_BaseColor * Set_BaseColor), _Is_BlendBaseColor);
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//
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float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)).xyz;
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float4 overridingColor = lerp(_OutlineMaskColor, float4(_OutlineMaskColor.w, _OutlineMaskColor.w, _OutlineMaskColor.w, 1.0f), _ComposerMaskMode);
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float maskEnabled = max(_OutlineOverridden, _ComposerMaskMode);
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//v.2.0.7.5
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#ifdef _IS_OUTLINE_CLIPPING_NO
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float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb * ambientSkyColor, _Is_OutlineTex );
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if (_OutlineVisible < 0.1)
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{
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// Todo.
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// without this, something is drawn even if _OutlineVisible = 0, in AngelRing(HDRP)
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discard;
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}
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Set_Outline_Color = lerp(Set_Outline_Color, overridingColor.xyz, maskEnabled);
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float3 baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(uv0, _BaseColorMap)).rgb;
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baseColor *= _BaseColor.rgb;
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float4 outlineColor = _OutlineColor;
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#if _OUTLINE_COLOR_MAP
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outlineColor *= SAMPLE_TEXTURE2D(_OutlineColorMap, sampler_OutlineColorMap, TRANSFORM_TEX(uv0, _BaseColorMap)).rgb;
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#endif
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outlineColor.rgb = lerp(outlineColor.rgb * ambientSkyColor, outlineColor.rgb * ambientSkyColor * baseColor, _AlbedoAffectOutline);
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float3 volColor, volOpacity;
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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@@ -187,32 +161,9 @@ void Frag(PackedVaryingsToPS packedInput,
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
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Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity) + volColor * _OutlineVisible;
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outColor =float4(Set_Outline_Color, _OutlineVisible );
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outlineColor.rgb = outlineColor.rgb * (1 - volOpacity) + volColor;
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outColor = outlineColor;
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#elif _IS_OUTLINE_CLIPPING_YES
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float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _ClippingMask));
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float Set_MainTexAlpha = _MainTex_var.a;
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float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask );
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float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping );
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float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level));
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clip(Set_Clipping - 0.5);
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float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var, Set_Clipping), float4((_OutlineTex_var.rgb * _Outline_Color.rgb * ambientSkyColor),Set_Clipping), _Is_OutlineTex );
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Set_Outline_Color = lerp(Set_Outline_Color, overridingColor, maskEnabled);
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Set_Outline_Color.w *= _OutlineVisible;
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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float3 volColor, volOpacity;
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EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
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Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity.x) + volColor * Set_Outline_Color.w;
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outColor = Set_Outline_Color;
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#endif
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//outColor.rgb = ambientSkyColor;
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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