#ifndef W_RIM #define W_RIM #ifdef RIM_ON #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Includes/Lighting.hlsl" #include "Includes/RimLighting.hlsl" #endif #ifdef RIM_ON half4 _RimColor; half _RimMin; half _RimMax; half _DirRim; #endif void GetRim(inout half4 color, v2f input) { #ifdef RIM_ON half4 dirRim = half4(RimDirLightingHalf(_RimMin, _RimMax, _RimColor, input.viewDir, input.normWorld, input.worldPos), 0); half4 rim = half4(RimLightingHalf(_RimMin, _RimMax, _RimColor, input.viewDir, input.normWorld), 0); color += lerp(rim, dirRim, _DirRim); #endif } #endif