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80 行
2.6 KiB
80 行
2.6 KiB
#ifndef UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
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#define UNIVERSAL_TERRAIN_LIT_INPUT_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(_Terrain)
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half _NormalScale0, _NormalScale1, _NormalScale2, _NormalScale3;
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half _Metallic0, _Metallic1, _Metallic2, _Metallic3;
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half _Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3;
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half4 _DiffuseRemapScale0, _DiffuseRemapScale1, _DiffuseRemapScale2, _DiffuseRemapScale3;
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half4 _MaskMapRemapOffset0, _MaskMapRemapOffset1, _MaskMapRemapOffset2, _MaskMapRemapOffset3;
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half4 _MaskMapRemapScale0, _MaskMapRemapScale1, _MaskMapRemapScale2, _MaskMapRemapScale3;
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float4 _Control_ST;
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float4 _Control_TexelSize;
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half _DiffuseHasAlpha0, _DiffuseHasAlpha1, _DiffuseHasAlpha2, _DiffuseHasAlpha3;
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half _LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3;
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half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
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half _HeightTransition;
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CBUFFER_END
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TEXTURE2D(_Control); SAMPLER(sampler_Control);
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TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0);
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TEXTURE2D(_Splat1);
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TEXTURE2D(_Splat2);
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TEXTURE2D(_Splat3);
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#ifdef _NORMALMAP
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TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0);
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TEXTURE2D(_Normal1);
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TEXTURE2D(_Normal2);
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TEXTURE2D(_Normal3);
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#endif
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#ifdef _MASKMAP
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TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0);
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TEXTURE2D(_Mask1);
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TEXTURE2D(_Mask2);
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TEXTURE2D(_Mask3);
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#endif
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _BaseColor;
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half _Cutoff;
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CBUFFER_END
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TEXTURE2D(_MetallicTex); SAMPLER(sampler_MetallicTex);
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half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
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{
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half4 specGloss;
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specGloss = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, uv);
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specGloss.a = albedoAlpha;
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return specGloss;
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}
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inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
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{
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half4 albedoSmoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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outSurfaceData.alpha = 1;
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half4 specGloss = SampleMetallicSpecGloss(uv, albedoSmoothness.a);
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outSurfaceData.albedo = albedoSmoothness.rgb;
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outSurfaceData.metallic = specGloss.r;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.smoothness = specGloss.a;
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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
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