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35 行
1022 B
35 行
1022 B
#ifndef UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED
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#define UNIVERSAL_SIMPLE_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.universal/ShaderLibrary/SurfaceInput.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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half4 _SpecColor;
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half4 _EmissionColor;
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half _Cutoff;
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CBUFFER_END
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
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half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
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{
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half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
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#ifdef _SPECGLOSSMAP
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specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor;
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#elif defined(_SPECULAR_COLOR)
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specularSmoothness = specColor;
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#endif
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA
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specularSmoothness.a = exp2(10 * alpha + 1);
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#else
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specularSmoothness.a = exp2(10 * specularSmoothness.a + 1);
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#endif
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return specularSmoothness;
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}
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#endif
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