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Removed the now useless "normal map sampling with bias" code.

/main
Julien Ignace 7 年前
当前提交
2e93ea50
共有 1 个文件被更改,包括 5 次插入27 次删除
  1. 32
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl

32
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


#endif
}
float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask, bool useBias, float bias)
float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask)
if (useBias)
{
normalTS = SAMPLE_UVMAPPING_NORMALMAP_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale), bias);
}
else
{
}
// We forbid scale in case of object space as it make no sense
// To be able to combine object space normal with detail map then later we will re-transform it to world space.
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
if (useBias)
{
#ifdef SURFACE_GRADIENT
// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
float3 normalOS = SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], normalOS);
#else
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias), 1.0);
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
#endif
}
else
{
// We forbid scale in case of object space as it make no sense
// To be able to combine object space normal with detail map then later we will re-transform it to world space.
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
#ifdef SURFACE_GRADIENT
// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;

float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
#endif
}
#endif
#ifdef _DETAIL_MAP_IDX

#endif
surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this to keep quiet the compiler, but this is overriden later (0, 0, 0) so if we forget to override the compiler may comply.
normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask, false, 0.0);
normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask);
#if defined(_MASKMAP_IDX)
surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;

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