﻿//UCTS_Outline_tess.cginc
//Unitychan Toon Shader ver.2.0
//v.2.0.7.5
//nobuyuki@unity3d.com
//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project
//(C)Unity Technologies Japan/UCL
// カメラオフセット付きアウトライン（BaseColorライトカラー反映修正版/Tessellation対応版）
// 2018/02/05 Outline Tex対応版
// #pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES 
// _IS_OUTLINE_CLIPPING_YESは、Clippigマスクを使用するシェーダーでのみ使用できる. OutlineのブレンドモードにBlend SrcAlpha OneMinusSrcAlphaを追加すること.
// ※Tessellation対応
//   対応部分のコードは、Nora氏の https://github.com/Stereoarts/UnityChanToonShaderVer2_Tess を参考にしました.
//
#ifdef TESSELLATION_ON
			#include "UCTS_Tess.cginc"
#endif
#ifndef TESSELLATION_ON
			uniform float4 _LightColor0;
#endif
            uniform float4 _BaseColor;
            //v.2.0.7.5
            uniform float _Unlit_Intensity;
            uniform fixed _Is_Filter_LightColor;
            uniform fixed _Is_LightColor_Outline;
            //v.2.0.5
            uniform float4 _Color;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Outline_Width;
            uniform float _Farthest_Distance;
            uniform float _Nearest_Distance;
            uniform sampler2D _Outline_Sampler; uniform float4 _Outline_Sampler_ST;
            uniform float4 _Outline_Color;
            uniform fixed _Is_BlendBaseColor;
            uniform float _Offset_Z;
            //v2.0.4
            uniform sampler2D _OutlineTex; uniform float4 _OutlineTex_ST;
            uniform fixed _Is_OutlineTex;
            //Baked Normal Texture for Outline
            uniform sampler2D _BakedNormal; uniform float4 _BakedNormal_ST;
            uniform fixed _Is_BakedNormal;
            //
//v.2.0.4
#ifdef _IS_OUTLINE_CLIPPING_YES
            uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST;
            uniform float _Clipping_Level;
            uniform fixed _Inverse_Clipping;
            uniform fixed _IsBaseMapAlphaAsClippingMask;
#endif
#ifndef TESSELLATION_ON
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
#endif
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float3 normalDir : TEXCOORD1;
                float3 tangentDir : TEXCOORD2;
                float3 bitangentDir : TEXCOORD3;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                float2 Set_UV0 = o.uv0;
                float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler,float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler),0.0,0));
                //v.2.0.4.3 baked Normal Texture for Outline
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                float3x3 tangentTransform = float3x3( o.tangentDir, o.bitangentDir, o.normalDir);
                //UnpackNormal()が使えないので、以下で展開。使うテクスチャはBump指定をしないこと.
                float4 _BakedNormal_var = (tex2Dlod(_BakedNormal,float4(TRANSFORM_TEX(Set_UV0, _BakedNormal),0.0,0)) * 2 - 1);
                float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform));
                //ここまで.
                float Set_Outline_Width = (_Outline_Width*0.001*smoothstep( _Farthest_Distance, _Nearest_Distance, distance(objPos.rgb,_WorldSpaceCameraPos) )*_Outline_Sampler_var.rgb).r;
                //v.2.0.7.5
                float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1));
                //v.2.0.7
                #if defined(UNITY_REVERSED_Z)
                    //v.2.0.4.2 (DX)
                    _Offset_Z = _Offset_Z * -0.01;
                #else
                    //OpenGL
                    _Offset_Z = _Offset_Z * 0.01;
                #endif
//v2.0.4
#ifdef _OUTLINE_NML
                //v.2.0.4.3 baked Normal Texture for Outline                
                o.pos = UnityObjectToClipPos(lerp(float4(v.vertex.xyz + v.normal*Set_Outline_Width,1), float4(v.vertex.xyz + _BakedNormalDir*Set_Outline_Width,1),_Is_BakedNormal));
#elif _OUTLINE_POS
                Set_Outline_Width = Set_Outline_Width*2;
                float signVar = dot(normalize(v.vertex),normalize(v.normal))<0 ? -1 : 1;
                o.pos = UnityObjectToClipPos(float4(v.vertex.xyz + signVar*normalize(v.vertex)*Set_Outline_Width, 1));
#endif
                //v.2.0.7.5
                o.pos.z = o.pos.z + _Offset_Z * _ClipCameraPos.z;
                return o;
            }
#ifdef TESSELLATION_ON
#ifdef UNITY_CAN_COMPILE_TESSELLATION
			// tessellation domain shader
			[UNITY_domain("tri")]
			VertexOutput ds_surf(UnityTessellationFactors tessFactors, const OutputPatch<InternalTessInterp_VertexInput, 3> vi, float3 bary : SV_DomainLocation)
			{
				VertexInput v = _ds_VertexInput(tessFactors, vi, bary);
				return vert(v);
			}
#endif // UNITY_CAN_COMPILE_TESSELLATION
#endif // TESSELLATION_ON
            float4 frag(VertexOutput i) : SV_Target{
                //v.2.0.5
                _Color = _BaseColor;
                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
                //v.2.0.7.5
                half3 ambientSkyColor = unity_AmbientSky.rgb>0.05 ? unity_AmbientSky.rgb*_Unlit_Intensity : half3(0.05,0.05,0.05)*_Unlit_Intensity;
                float3 lightColor = _LightColor0.rgb >0.05 ? _LightColor0.rgb : ambientSkyColor.rgb;
                float lightColorIntensity = (0.299*lightColor.r + 0.587*lightColor.g + 0.114*lightColor.b);
                lightColor = lightColorIntensity<1 ? lightColor : lightColor/lightColorIntensity;
                lightColor = lerp(half3(1.0,1.0,1.0), lightColor, _Is_LightColor_Outline);
                float2 Set_UV0 = i.uv0;
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex));
                float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb;
                float3 _Is_BlendBaseColor_var = lerp( _Outline_Color.rgb*lightColor, (_Outline_Color.rgb*Set_BaseColor*Set_BaseColor*lightColor), _Is_BlendBaseColor );
                //
                float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex));
//v.2.0.7.5
#ifdef _IS_OUTLINE_CLIPPING_NO
                float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb*lightColor, _Is_OutlineTex );
                return float4(Set_Outline_Color,1.0);
#elif _IS_OUTLINE_CLIPPING_YES
                float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask));
                float Set_MainTexAlpha = _MainTex_var.a;
                float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask );
                float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping );
                float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level));
                clip(Set_Clipping - 0.5);
                float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var,Set_Clipping), float4((_OutlineTex_var.rgb*_Outline_Color.rgb*lightColor),Set_Clipping), _Is_OutlineTex );
                return Set_Outline_Color;
#endif
            }
// UCTS_Outline_Tess.cginc ここまで.
