BorderSlicer shader
This commit is contained in:
@@ -8,7 +8,7 @@ Material:
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- _CornerPart: 0.5
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- _CornerScale: 1
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- _Cull: 2
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- _Cull: 2
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- _Cutoff: 0.5
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- _Cutoff: 0.5
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- _Center: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 0.015797436, g: 0.024243845, b: 0.047169805, a: 1}
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- _Color: {r: 0.015797436, g: 0.024243845, b: 0.047169805, a: 1}
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- _BumpScale: 1
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- _BumpScale: 1
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- _ClearCoatMask: 0
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- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _ClearCoatSmoothness: 0
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- _CornerPart: 0.5
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- _CornerScale: 1
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- _Cull: 2
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- _Cull: 2
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- _Cutoff: 0.5
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- _Cutoff: 0.5
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- _BaseColor: {r: 0.9433962, g: 0.7970809, b: 0.33374867, a: 1}
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- _BaseColor: {r: 0.9433962, g: 0.7970809, b: 0.33374867, a: 1}
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- _Color: {r: 0.9433962, g: 0.7970809, b: 0.33374864, a: 1}
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- _Center: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 0.5690036, g: 6.0080075, b: 7.095809, a: 1}
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66
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66
Assets/Content/Models/Platforms/Materials/mat_pillar.mat
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41
Assets/Content/Models/Platforms/Shaders/BorderSlicer.cginc
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Assets/Content/Models/Platforms/Shaders/BorderSlicer.cginc
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@@ -0,0 +1,41 @@
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float _BS_Remap(float v, float inMin, float inMax, float outMin, float outMax)
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{
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return outMin + (v - inMin) * (outMax - outMin) / (inMax - inMin);
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}
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// CornerPart : fraction of the mesh extent occupied by corners [0, 0.5]
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// Must match edge loop placement. e.g. 0.1 = loops at ±0.4
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// CornerScale : multiplier on the natural corner size.
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// 1.0 = perfect proportion preservation at any scale
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// 2.0 = corners twice as large, center shrinks
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float NineSliceAxis(float p, float scale, float cornerPart, float cornerScale, float center)
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{
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float pc = p - center;
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// Target corner size in object space
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// = natural world size (cornerPart * 1 at scale=1) * CornerScale / current scale
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float b = clamp(cornerPart * cornerScale / max(abs(scale), 0.0001), 0.0, 0.499);
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float cp = clamp(cornerPart, 0.0, 0.499);
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float result;
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if (pc < -0.5 + cp)
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result = _BS_Remap(pc, -0.5, -0.5 + cp, -0.5, -0.5 + b);
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else if (pc > 0.5 - cp)
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result = _BS_Remap(pc, 0.5 - cp, 0.5, 0.5 - b, 0.5);
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else
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result = _BS_Remap(pc, -0.5 + cp, 0.5 - cp, -0.5 + b, 0.5 - b);
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return result + center;
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}
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void BorderSlicer_float(float3 PositionOS, float3 Scale, float CornerPart, float CornerScale,
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float3 Center, float3 Filter, out float3 Output)
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{
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float3 sliced = float3(
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NineSliceAxis(PositionOS.x, Scale.x, CornerPart, CornerScale, Center.x),
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NineSliceAxis(PositionOS.y, Scale.y, CornerPart, CornerScale, Center.y),
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NineSliceAxis(PositionOS.z, Scale.z, CornerPart, CornerScale, Center.z)
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);
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Output = lerp(PositionOS, sliced, saturate(Filter));
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}
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1932
Assets/Content/Models/Platforms/Shaders/BorderSlicer.shadergraph
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user