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Merge branch 'master' into refactor-hdloop
Merge branch 'master' into refactor-hdloop
Conflicts: Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs/main
Tim Cooper
8 年前
当前提交
8ff712ff
共有 77 个文件被更改,包括 2824 次插入 和 709 次删除
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4Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
-
4Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs
-
4Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
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174Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
-
5Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Forward.hlsl
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1Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
-
10Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
-
2Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
-
2Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
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161Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
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17Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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17Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
-
7Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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8Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl
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3Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
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277Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl
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50Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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18Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.hlsl
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5Assets/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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25Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/Shadow.hlsl
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30Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyParameters.cs
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37Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
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35Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl
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8Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
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39Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
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2Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
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2Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
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4Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl
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18Assets/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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6Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
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13Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
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794Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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49Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat
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1Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat.meta
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45Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat
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45Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-transparent.mat
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2ProjectSettings/GraphicsSettings.asset
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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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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
-
162Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat
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8Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat.meta
-
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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9Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.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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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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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/Leaf.meta
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9Assets/TestScenes/HDTest/HDRenderLoopTest.meta
794
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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|
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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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|
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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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|
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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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|
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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 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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|
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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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|
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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 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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
|
|||
// These functions are use to hide the handling of triplanar mapping |
|||
// Normal need a specific treatment as they use special encoding for both base and detail map |
|||
// Also we use multiple inclusion to handle the various variation for lod and bias |
|||
|
|||
// 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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|
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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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|
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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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|
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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 |
|||
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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|
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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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|
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return normalize(val); |
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} |
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else |
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{ |
|||
return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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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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|
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return normalize(val); |
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} |
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else |
|||
{ |
|||
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 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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|
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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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|
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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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} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
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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m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DETAIL_MAP_WITH_NORMAL _DISTORTIONDEPTHTEST_OFF |
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Assets/TestScenes/HDTest/GraphicTest/Common/Textures/LayerMask.tga
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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- _CullMode: 2 |
|||
- _Cutoff: 0.5 |
|||
- _DepthOffsetEnable: 0 |
|||
- _DetailAOScale0: 1 |
|||
- _DetailAOScale1: 1 |
|||
- _DetailAOScale2: 1 |
|||
- _DetailAOScale3: 1 |
|||
- _DetailAlbedoScale0: 1 |
|||
- _DetailAlbedoScale1: 1 |
|||
- _DetailAlbedoScale2: 1 |
|||
- _DetailAlbedoScale3: 1 |
|||
- _DetailHeightScale0: 1 |
|||
- _DetailHeightScale1: 1 |
|||
- _DetailHeightScale2: 1 |
|||
- _DetailHeightScale3: 1 |
|||
- _DetailMapMode: 0 |
|||
- _DetailNormalMapScale: 1 |
|||
- _DetailNormalScale0: 1 |
|||
- _DetailNormalScale1: 1 |
|||
- _DetailNormalScale2: 1 |
|||
- _DetailNormalScale3: 1 |
|||
- _DetailSmoothnessScale0: 1 |
|||
- _DetailSmoothnessScale1: 1 |
|||
- _DetailSmoothnessScale2: 1 |
|||
- _DetailSmoothnessScale3: 1 |
|||
- _DistortionDepthTest: 0 |
|||
- _DistortionEnable: 0 |
|||
- _DistortionOnly: 0 |
|||
- _DoubleSidedMode: 0 |
|||
- _DstBlend: 0 |
|||
- _EmissiveColorMode: 0 |
|||
- _EmissiveIntensity: 0 |
|||
- _EnablePerPixelDisplacement: 0 |
|||
- _GlossMapScale: 1 |
|||
- _Glossiness: 0.5 |
|||
- _GlossyReflections: 1 |
|||
- _HeightAmplitude0: 0.8 |
|||
- _HeightAmplitude1: 1.27 |
|||
- _HeightAmplitude2: 1 |
|||
- _HeightAmplitude3: 1 |
|||
- _HeightCenter0: 0.5 |
|||
- _HeightCenter1: 0.5 |
|||
- _HeightCenter2: 0 |
|||
- _HeightCenter3: 0 |
|||
- _HeightCenterOffset1: 0 |
|||
- _HeightCenterOffset2: 0 |
|||
- _HeightCenterOffset3: 0 |
|||
- _HeightFactor1: 1 |
|||
- _HeightFactor2: 1 |
|||
- _HeightFactor3: 1 |
|||
- _HeightOffset1: 0 |
|||
- _HeightOffset2: 0 |
|||
- _HeightOffset3: 0 |
|||
- _InheritBaseColor1: 0 |
|||
- _InheritBaseColor2: 0 |
|||
- _InheritBaseColor3: 0 |
|||
- _InheritBaseColorThreshold1: 1 |
|||
- _InheritBaseColorThreshold2: 1 |
|||
- _InheritBaseColorThreshold3: 1 |
|||
- _InheritBaseHeight1: 0.06 |
|||
- _InheritBaseHeight2: 0 |
|||
- _InheritBaseHeight3: 0 |
|||
- _InheritBaseLayer1: 0 |
|||
- _InheritBaseLayer2: 0 |
|||
- _InheritBaseLayer3: 0 |
|||
- _InheritBaseNormal1: 0 |
|||
- _InheritBaseNormal2: 0 |
|||
- _InheritBaseNormal3: 0 |
|||
- _LayerCount: 2 |
|||
- _LayerMaskVertexColor: 0 |
|||
- _Metallic: 0 |
|||
- _Metallic0: 0 |
|||
- _Metallic1: 0 |
|||
- _Metallic2: 0 |
|||
- _Metallic3: 0 |
|||
- _MinimumOpacity1: 1 |
|||
- _MinimumOpacity2: 1 |
|||
- _MinimumOpacity3: 1 |
|||
- _Mode: 0 |
|||
- _NormalMapSpace: 0 |
|||
- _NormalScale0: 1 |
|||
- _NormalScale1: 1 |
|||
- _NormalScale2: 1 |
|||
- _NormalScale3: 1 |
|||
- _OcclusionStrength: 1 |
|||
- _OpacityAsDensity1: 0 |
|||
- _OpacityAsDensity2: 0 |
|||
- _OpacityAsDensity3: 0 |
|||
- _PPDMaxSamples: 15 |
|||
- _PPDMinSamples: 5 |
|||
- _Parallax: 0.02 |
|||
- _Smoothness0: 0.5 |
|||
- _Smoothness1: 0.5 |
|||
- _Smoothness2: 0.5 |
|||
- _Smoothness3: 0.5 |
|||
- _SmoothnessTextureChannel: 0 |
|||
- _SpecularHighlights: 1 |
|||
- _SrcBlend: 1 |
|||
- _SurfaceType: 0 |
|||
- _TessellationBackFaceCullEpsilon: -0.25 |
|||
- _TessellationFactor: 4 |
|||
- _TessellationFactorMaxDistance: 50 |
|||
- _TessellationFactorMinDistance: 20 |
|||
- _TessellationFactorTriangleSize: 100 |
|||
- _TessellationMode: 1 |
|||
- _TessellationObjectScale: 0 |
|||
- _TessellationShapeFactor: 0.75 |
|||
- _TexWorldScale0: 1 |
|||
- _TexWorldScale1: 1 |
|||
- _TexWorldScale2: 1 |
|||
- _TexWorldScale3: 1 |
|||
- _UVBase0: 0 |
|||
- _UVBase1: 0 |
|||
- _UVBase2: 0 |
|||
- _UVBase3: 0 |
|||
- _UVDetail0: 0 |
|||
- _UVDetail1: 0 |
|||
- _UVDetail2: 0 |
|||
- _UVDetail3: 0 |
|||
- _UVMappingPlanar0: 0 |
|||
- _UVMappingPlanar1: 0 |
|||
- _UVMappingPlanar2: 0 |
|||
- _UVMappingPlanar3: 0 |
|||
- _UVSec: 0 |
|||
- _UseHeightBasedBlend: 0 |
|||
- _UseHeightBasedBlendV2: 0 |
|||
- _VertexColorHeightFactor: 0.3 |
|||
- _ZTestMode: 8 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _BaseColor0: {r: 1, g: 1, b: 1, a: 1} |
|||
- _BaseColor1: {r: 1, g: 1, b: 1, a: 1} |
|||
- _BaseColor2: {r: 1, g: 1, b: 1, a: 1} |
|||
- _BaseColor3: {r: 1, g: 1, b: 1, a: 1} |
|||
- _Color: {r: 1, g: 1, b: 1, a: 1} |
|||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _UVDetailsMappingMask0: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVDetailsMappingMask1: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVDetailsMappingMask2: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVDetailsMappingMask3: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask0: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask1: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask2: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask3: {r: 1, g: 0, b: 0, a: 0} |
|
|||
fileFormatVersion: 2 |
|||
guid: 2ebfc83bd8b60ca479682b22f411906a |
|||
timeCreated: 1485267495 |
|||
licenseType: Pro |
|||
NativeFormatImporter: |
|||
mainObjectFileID: 2100000 |
|||
userData: '{"GUIDArray":["e6f68673cc8e7c347a989ffe33cb21b4","f6dfdaa6d241dc94bb8816edbe111721","",""]}' |
|||
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: 01cfa4863006ad6499396fb0d4802c7e |
|||
folderAsset: yes |
|||
timeCreated: 1475755141 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: bb067c1f82e9d8648b8909e905f6607b |
|||
folderAsset: yes |
|||
timeCreated: 1484331444 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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Reference in new issue