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34 行
1.1 KiB
34 行
1.1 KiB
#ifndef INPUT_SURFACE_VEGETATION_INCLUDED
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#define INPUT_SURFACE_VEGETATION_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half _Cutoff;
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half _Gloss;
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half _BendStrength;
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CBUFFER_END
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inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
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{
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half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
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outSurfaceData.albedo = albedoAlpha.rgb;
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//half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
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outSurfaceData.metallic = 0;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.smoothness = _Gloss;
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outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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outSurfaceData.occlusion = 1;
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outSurfaceData.emission = 0;
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}
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#endif // INPUT_SURFACE_VEGETATION_INCLUDED
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