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// Fill SurfaceData/Builtin data function |
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//------------------------------------------------------------------------------------- |
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#include "ShaderLibrary/Packing.hlsl" |
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#include "ShaderLibrary/SampleUVMapping.hlsl" |
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#include "ShaderLibrary/Sampling/SampleUVMapping.hlsl" |
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void GetSurfaceData(float2 texCoordDS, out DecalSurfaceData surfaceData) |
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{ |
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#if _COLORMAP |
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surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy); |
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surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy); |
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totalBlend *= surfaceData.baseColor.w; |
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surfaceData.baseColor.w = totalBlend; |
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#endif |
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