#ifndef UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED #define UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; half4 _BaseColor; half4 _SpecColor; half4 _EmissionColor; half _Cutoff; CBUFFER_END TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) { half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h); #ifdef _SPECGLOSSMAP specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; #elif defined(_SPECULAR_COLOR) specularSmoothness = specColor; #endif #ifdef _GLOSSINESS_FROM_BASE_ALPHA specularSmoothness.a = exp2(10 * alpha + 1); #else specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); #endif return specularSmoothness; } #endif