SanAndreasUnity/Assets/Resources/Shaders/Shared.cginc

79 lines
1.4 KiB
HLSL

sampler2D _MainTex;
sampler2D _MaskTex;
fixed4 _Color;
#ifdef VEHICLE
int _CarColorIndex;
fixed3 _CarColor;
fixed _CarEmission;
float _Metallic;
float _Smoothness;
#endif
#ifdef FADE
sampler2D _NoiseTex;
fixed _Fade;
#endif
float _NightMultiplier = 0.5;
float _HasNightColors = 0;
struct Input
{
float2 uv_MainTex;
#ifdef FADE
float4 screenPos;
#endif
float4 color : COLOR;
};
void vert (inout appdata_full v) {
float4 c;
c.rg = v.texcoord1.xy;
c.ba = v.texcoord2.xy;
/*c.a = _NightMultiplier;*/
/*v.color = v.color * (1 - _NightMultiplier) + c * _NightMultiplier;*/
v.color = lerp(v.color, c, _NightMultiplier * _HasNightColors);
/*v.color = v.color * (c * _NightMultiplier);*/
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
#ifdef FADE
fixed noise = tex2D(_NoiseTex, IN.screenPos.xy / (IN.screenPos.w == 0 ? 1 : IN.screenPos.w)).a * .99;
fixed fade = fixed(_Fade < 0 ? noise > 1 + _Fade : noise < _Fade);
#else
fixed fade = 1;
#endif
fixed3 clr = tex2D(_MainTex, IN.uv_MainTex).rgb;
fixed mask = tex2D(_MaskTex, IN.uv_MainTex).a;
o.Albedo = clr
#ifdef VEHICLE
* _CarColor
#endif
* IN.color.rgb * _Color.rgb;
o.Alpha = fade * mask * IN.color.a * _Color.a;
#ifdef VEHICLE
o.Metallic = _Metallic * o.Alpha;
o.Smoothness = _Smoothness;
o.Emission = _CarEmission * o.Albedo;
#else
o.Metallic = 0;
o.Smoothness = 0;
#endif
}