Evgenii Golubev
8 年前
当前提交
269e987f
共有 87 个文件被更改,包括 3037 次插入 和 655 次删除
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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8Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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58Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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8Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl
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234Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl
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50Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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1Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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18Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.hlsl
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6Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
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5Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl
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5Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl
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6Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl
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21Assets/ScriptableRenderLoop/HDRenderPipeline/Material/MaterialUtilities.hlsl
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4Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/Shadow.hlsl
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39Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs
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2Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
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4Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl
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4Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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10Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl
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7Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl
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2Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl
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26Assets/ScriptableRenderLoop/ShaderLibrary/Tessellation.hlsl
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13Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
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875Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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291Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Terrain.mat
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25Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test details.mat
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21Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlip.mat
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93Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/SamplerLayerInternal.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/SamplerLayerInternal.hlsl.meta
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50Assets/ScriptableRenderLoop/HDRenderPipeline/Material/SampleLayer.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/SampleLayer.hlsl.meta
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93Assets/ScriptableRenderLoop/HDRenderPipeline/Material/SampleLayerInternal.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/SampleLayerInternal.hlsl.meta
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9Assets/TestScenes/HDTest/GraphicTest/Common.meta
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9Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided.meta
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9Assets/TestScenes/HDTest/HDRenderLoopTest.meta
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9Assets/TestScenes/HDTest/GraphicTest/Common/Material.meta
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9Assets/TestScenes/HDTest/GraphicTest/Common/Textures.meta
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1Assets/TestScenes/HDTest/GraphicTest/Common/Textures/LayerMask.tga
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108Assets/TestScenes/HDTest/GraphicTest/Common/Textures/LayerMask.tga.meta
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161Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat
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8Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat.meta
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161Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat
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8Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat.meta
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162Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat
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8Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat.meta
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162Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat
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8Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat.meta
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339Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat
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9Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material.meta
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179Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSided.mat
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8Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSided.mat.meta
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179Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedMirror.mat
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8Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedMirror.mat.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures.meta
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70Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LayeredLitNormalSampling.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LayeredLitNormalSampling.hlsl.meta
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9Assets/TestScenes/HDTest/GraphicTest/Common/Material/Materials.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Common/Prefabs.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Common/Material
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/GroundLeaf.FBX
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/GroundLeaf.FBX.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures/GroundLeaf.tga
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures/GroundLeaf.tga.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures/GroundLeaf_Normal.tga
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures/GroundLeaf_Normal.tga.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures/GroundLeaf_Roughness.tga
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Textures/GroundLeaf_Roughness.tga.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlip.mat.meta
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0/Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlip.mat
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0/Assets/TestScenes/HDTest/GraphicTest/Common/Prefabs/SphereGroup.prefab
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0/Assets/TestScenes/HDTest/GraphicTest/Common/Prefabs/SphereGroup.prefab.meta
875
Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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// These functions are use to hide the handling of triplanar mapping |
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// Normal need a specific treatment as they use special encoding for both base and detail map |
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// Also we use multiple inclusion to handle the various variation for lod and bias |
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// param can be unused, lod or bias |
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float4 ADD_FUNC_SUFFIX(SampleLayer)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float4 val = float4(0.0, 0.0, 0.0, 0.0); |
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param); |
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if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param); |
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if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param); |
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return val; |
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} |
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else |
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{ |
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return SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param); |
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} |
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} |
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// TODO: Handle BC5 format, currently this code is for DXT5nm - After the change, rename this function UnpackNormalmapRGorAG |
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// This version is use for the base normal map |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormal)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float scale, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
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if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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// This version is for normalmap with AG encoding only. Mainly use with details map. |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormalAG)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float scale, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
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if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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// This version is for normalmap with RGB encoding only, i.e uncompress or BC7. Mainly used for object space normal. |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormalRGB)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float scale, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
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if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 6bcabcbfab3a70c45891987f8557e2e0 |
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timeCreated: 1485260584 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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// Gather all kind of mapping in one struct, allow to improve code readability |
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struct LayerUV |
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{ |
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float2 uv; |
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// triplanar |
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bool isTriplanar; |
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float2 uvYZ; |
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float2 uvZX; |
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float2 uvXY; |
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}; |
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// Multiple includes of the file to handle all variations of textures sampling for regular, lod and bias |
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// Regular sampling functions |
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#define ADD_FUNC_SUFFIX(Name) Name |
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#define SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV, unused) SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV) |
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#include "SampleLayerInternal.hlsl" |
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#undef ADD_FUNC_SUFFIX |
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#undef SAMPLE_TEXTURE_FUNC |
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// Lod sampling functions |
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#define ADD_FUNC_SUFFIX(Name) Name##Lod |
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#define SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV, lod) SAMPLE_TEXTURE2D_LOD(layerTex, layerSampler, layerUV, lod) |
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#include "SampleLayerInternal.hlsl" |
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#undef ADD_FUNC_SUFFIX |
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#undef SAMPLE_TEXTURE_FUNC |
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// Bias sampling functions |
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#define ADD_FUNC_SUFFIX(Name) Name##Bias |
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#define SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV, bias) SAMPLE_TEXTURE2D_BIAS(layerTex, layerSampler, layerUV, bias) |
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#include "SampleLayerInternal.hlsl" |
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#undef ADD_FUNC_SUFFIX |
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#undef SAMPLE_TEXTURE_FUNC |
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// Macro to improve readibility of surface data |
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#define SAMPLE_LAYER_TEXTURE2D(textureName, samplerName, coord) SampleLayer(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, 0.0) // Last 0.0 is unused |
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#define SAMPLE_LAYER_TEXTURE2D_LOD(textureName, samplerName, coord, lod) SampleLayerLod(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, lod) |
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#define SAMPLE_LAYER_TEXTURE2D_BIAS(textureName, samplerName, coord, bias) SampleLayerBias(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, bias) |
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#define SAMPLE_LAYER_NORMALMAP(textureName, samplerName, coord, scale) SampleLayerNormal(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, 0.0) |
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#define SAMPLE_LAYER_NORMALMAP_LOD(textureName, samplerName, coord, scale, lod) SampleLayerNormalLod(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, lod) |
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#define SAMPLE_LAYER_NORMALMAP_BIAS(textureName, samplerName, coord, scale, bias) SampleLayerNormalBias(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, bias) |
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#define SAMPLE_LAYER_NORMALMAP_AG(textureName, samplerName, coord, scale) SampleLayerNormalAG(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, 0.0) |
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#define SAMPLE_LAYER_NORMALMAP_AG_LOD(textureName, samplerName, coord, scale, lod) SampleLayerNormalAGLod(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, lod) |
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#define SAMPLE_LAYER_NORMALMAP_AG_BIAS(textureName, samplerName, coord, scale, bias) SampleLayerNormalAGBias(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, bias) |
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#define SAMPLE_LAYER_NORMALMAP_RGB(textureName, samplerName, coord, scale) SampleLayerNormalRGB(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, 0.0) |
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#define SAMPLE_LAYER_NORMALMAP_RGB_LOD(textureName, samplerName, coord, scale, lod) SampleLayerNormalRGBLod(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, lod) |
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#define SAMPLE_LAYER_NORMALMAP_RGB_BIAS(textureName, samplerName, coord, scale, bias) SampleLayerNormalRGBBias(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale, bias) |
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fileFormatVersion: 2 |
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guid: f3e4d64dcf820e040a738f576d8d1f79 |
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timeCreated: 1485260584 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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|
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// These functions are use to hide the handling of triplanar mapping |
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// Normal need a specific treatment as they use special encoding for both base and detail map |
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// Also we use multiple inclusion to handle the various variation for lod and bias |
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|
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// param can be unused, lod or bias |
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float4 ADD_FUNC_SUFFIX(SampleLayer)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float4 val = float4(0.0, 0.0, 0.0, 0.0); |
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if (weights.x > 0.0) |
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val += weights.x * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param); |
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if (weights.y > 0.0) |
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val += weights.y * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param); |
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if (weights.z > 0.0) |
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val += weights.z * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param); |
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return val; |
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} |
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else |
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{ |
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return SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param); |
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} |
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} |
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// TODO: Handle BC5 format, currently this code is for DXT5nm - After the change, rename this function UnpackNormalmapRGorAG |
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// This version is use for the base normal map |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormal)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
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if (weights.x > 0.0) |
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val += weights.x * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
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if (weights.y > 0.0) |
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val += weights.y * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (weights.z > 0.0) |
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val += weights.z * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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|
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// This version is for normalmap with AG encoding only. Mainly use with details map. |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormalAG)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
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if (weights.x > 0.0) |
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val += weights.x * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
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if (weights.y > 0.0) |
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val += weights.y * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (weights.z > 0.0) |
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val += weights.z * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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// This version is for normalmap with RGB encoding only, i.e uncompress or BC7. Mainly used for object space normal. |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormalRGB)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
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if (weights.x > 0.0) |
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val += weights.x * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
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if (weights.y > 0.0) |
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val += weights.y * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (weights.z > 0.0) |
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val += weights.z * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 01b8f0e33ff01164da19412b5fbdc7d4 |
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timeCreated: 1485250177 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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fileFormatVersion: 2 |
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guid: ebbb689e8fbe63a4a88d6c6552e389fd |
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folderAsset: yes |
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timeCreated: 1485165227 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
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fileFormatVersion: 2 |
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guid: a3942f1f17206ea47b331d0bcefa96c9 |
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folderAsset: yes |
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timeCreated: 1485267469 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
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assetBundleName: |
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fileFormatVersion: 2 |
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guid: f6711eb5354eb3a4e8aa3d4018202b93 |
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folderAsset: yes |
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timeCreated: 1485165084 |
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文件差异内容过多而无法显示
查看文件
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查看文件
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m_Offset: {x: 0, y: 0} |
|||
- _MaskMap: |
|||
m_Texture: {fileID: 2800000, guid: b24f69ff4ace9194fb0d9eee4f5cf1a4, type: 3} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _MetallicGlossMap: |
|||
m_Texture: {fileID: 2800000, guid: b24f69ff4ace9194fb0d9eee4f5cf1a4, type: 3} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _NormalMap: |
|||
m_Texture: {fileID: 2800000, guid: 0c3144d154991884c8aa53e7dc7893ff, type: 3} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _OcclusionMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _ParallaxMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SpecularOcclusionMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SubSurfaceRadiusMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _TangentMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
m_Floats: |
|||
- _AlphaCutoff: 0.5 |
|||
- _AlphaCutoffEnable: 1 |
|||
- _Anisotropy: 0 |
|||
- _BlendMode: 0 |
|||
- _BumpScale: 1 |
|||
- _CullMode: 0 |
|||
- _Cutoff: 0.5 |
|||
- _DepthOffsetEnable: 0 |
|||
- _DetailAOScale: 1 |
|||
- _DetailAlbedoScale: 1 |
|||
- _DetailHeightScale: 1 |
|||
- _DetailMapMode: 0 |
|||
- _DetailNormalMapScale: 1 |
|||
- _DetailNormalScale: 1 |
|||
- _DetailSmoothnessScale: 1 |
|||
- _DistortionDepthTest: 0 |
|||
- _DistortionEnable: 0 |
|||
- _DistortionOnly: 0 |
|||
- _DoubleSidedMode: 3 |
|||
- _DstBlend: 0 |
|||
- _EmissiveColorMode: 1 |
|||
- _EmissiveIntensity: 0 |
|||
- _EnablePerPixelDisplacement: 0 |
|||
- _GlossMapScale: 0.892 |
|||
- _Glossiness: 0.507 |
|||
- _GlossyReflections: 1 |
|||
- _HeightAmplitude: 0.32 |
|||
- _HeightBias: 0 |
|||
- _HeightCenter: 0.68 |
|||
- _HeightMapMode: 0 |
|||
- _HeightScale: 1 |
|||
- _MaterialId: 0 |
|||
- _Metalic: 0 |
|||
- _Metallic: 0 |
|||
- _Mettalic: 0 |
|||
- _Mode: 1 |
|||
- _NormalMapSpace: 0 |
|||
- _NormalScale: 1 |
|||
- _OcclusionStrength: 1 |
|||
- _PPDMaxSamples: 15 |
|||
- _PPDMinSamples: 5 |
|||
- _Parallax: 0.02 |
|||
- _Smoothness: 0.5 |
|||
- _SmoothnessTextureChannel: 0 |
|||
- _SpecularHighlights: 1 |
|||
- _SrcBlend: 1 |
|||
- _SubSurfaceRadius: 0 |
|||
- _SurfaceType: 0 |
|||
- _TessellationBackFaceCullEpsilon: -0.375 |
|||
- _TessellationFactor: 4 |
|||
- _TessellationFactorMaxDistance: 50 |
|||
- _TessellationFactorMinDistance: 20 |
|||
- _TessellationFactorTriangleSize: 100 |
|||
- _TessellationMode: 1 |
|||
- _TessellationObjectScale: 0 |
|||
- _TessellationShapeFactor: 0.75 |
|||
- _TexWorldScale: 1 |
|||
- _UVBase: 0 |
|||
- _UVDetail: 0 |
|||
- _UVMappingPlanar: 0 |
|||
- _UVSec: 0 |
|||
- _ZTestMode: 8 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _Color: {r: 0.5882353, g: 0.5882353, b: 0.5882353, a: 1} |
|||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|
|||
fileFormatVersion: 2 |
|||
guid: 88b4fe239bea7fa469847fd5e76d0dfd |
|||
timeCreated: 1460562588 |
|||
licenseType: Pro |
|||
NativeFormatImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: fb91c6103a183b547971208a3848dc97 |
|||
folderAsset: yes |
|||
timeCreated: 1485165522 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 3c2101d8023df944eb8e6cdbf586e081 |
|||
folderAsset: yes |
|||
timeCreated: 1485165228 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
|
|||
|
|||
|
|||
// TODO: Handle BC5 format, currently this code is for DXT5nm |
|||
// THis function below must call UnpackNormalmapRGorAG |
|||
float3 ADD_FUNC_SUFFIX(SampleLayerNormal)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale, float bias) |
|||
{ |
|||
if (layerUV.isTriplanar) |
|||
{ |
|||
float3 val = float3(0.0, 0.0, 0.0); |
|||
|
|||
if (weights.x > 0.0) |
|||
val += weights.x * UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvYZ, bias), scale); |
|||
if (weights.y > 0.0) |
|||
val += weights.y * UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvZX, bias), scale); |
|||
if (weights.z > 0.0) |
|||
val += weights.z * UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvXY, bias), scale); |
|||
|
|||
return normalize(val); |
|||
} |
|||
else |
|||
{ |
|||
return UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uv, bias), scale); |
|||
} |
|||
} |
|||
|
|||
// This version is for normalmap with AG encoding only (use with details map) |
|||
float3 ADD_FUNC_SUFFIX(SampleLayerNormalAG)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale, float bias) |
|||
{ |
|||
if (layerUV.isTriplanar) |
|||
{ |
|||
float3 val = float3(0.0, 0.0, 0.0); |
|||
|
|||
if (weights.x > 0.0) |
|||
val += weights.x * UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvYZ, bias), scale); |
|||
if (weights.y > 0.0) |
|||
val += weights.y * UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvZX, bias), scale); |
|||
if (weights.z > 0.0) |
|||
val += weights.z * UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvXY, bias), scale); |
|||
|
|||
return normalize(val); |
|||
} |
|||
else |
|||
{ |
|||
return UnpackNormalAG(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uv, bias), scale); |
|||
} |
|||
} |
|||
|
|||
// This version is for normalmap with RGB encoding only, i.e non encoding. It is necessary to use this abstraction to handle correctly triplanar |
|||
// plus consistent with the normal scale parameter |
|||
float3 ADD_FUNC_SUFFIX(SampleLayerNormalRGB)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale, float bias) |
|||
{ |
|||
if (layerUV.isTriplanar) |
|||
{ |
|||
float3 val = float3(0.0, 0.0, 0.0); |
|||
|
|||
if (weights.x > 0.0) |
|||
val += weights.x * UnpackNormalRGB(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvYZ, bias), scale); |
|||
if (weights.y > 0.0) |
|||
val += weights.y * UnpackNormalRGB(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvZX, bias), scale); |
|||
if (weights.z > 0.0) |
|||
val += weights.z * UnpackNormalRGB(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uvXY, bias), scale); |
|||
|
|||
return normalize(val); |
|||
} |
|||
else |
|||
{ |
|||
return UnpackNormalRGB(NORMAL_SAMPLE_FUNC(layerTex, layerSampler, layerUV.uv, bias), scale); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 541d9773d4d9b4c4f92e026284359f50 |
|||
timeCreated: 1485010820 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 32611e42cdeea864fb311700b4193e53 |
|||
folderAsset: yes |
|||
timeCreated: 1478686830 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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Reference in new issue