publicstaticGUIContentheightMapAmplitudeText=newGUIContent("Height Map Amplitude","Height Map amplitude in world units (distance between minimum and maximum value in the texture).");
publicstaticGUIContentheightMapText=newGUIContent("Height Map (R)","Height Map.\nFor floating point textures, min, max and base value should be 0, 1 and 0.");
publicstaticGUIContentheightMapMinText=newGUIContent("Height Min","Minimum value in the heightmap (in world units)");
publicstaticGUIContentheightMapMaxText=newGUIContent("Height Max","Maximum value in the heightmap (in world units)");
publicstaticGUIContentemissiveColorModeText=newGUIContent("Emissive Color Usage","Use emissive color or emissive mask");
publicstaticGUIContentalbedoAffectEmissiveText=newGUIContent("Albedo Affect Emissive","Specifies whether or not the emissive color is multiplied by the albedo.");
publicstaticGUIContentnormalMapSpaceWarning=newGUIContent("Object space normal can't be use with triplanar mapping.");
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
// If no heightmap is set on any layer, we don't need to try and blend them based on height...
#endif
#if defined(_DENSITY_MODE)
// Note: blendMasks.argb because a is main layer
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
// We will add smoothly the contribution of the normal map by using lower mips with help of bias sampling. InfluenceFactor must be [0..numMips] // Caution it cause banding...
// We will add smoothly the contribution of the normal map by lerping between vertex normal ( (0,0,1) in tangent space) and the actual normal from the main layer depending on the influence factor.
float maxMipBias = log2(max(_NormalMap0_TexelSize.z, _NormalMap0_TexelSize.w)); // don't do + 1 as it is for bias, not lod
return lerp(normalTS, BlendNormalRNM(normalTS, mainNormalTS), influenceFactor * inputMainLayerMask); // Multiply by inputMainLayerMask in order to avoid influence where main layer should never be present
float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseColor1, _InheritBaseColor2, _InheritBaseColor3, weights) * influenceMask * inputMainLayerMask; // Multiply by inputMainLayerMask in order to avoid influence where main layer should never be present
// We want to calculate the mean color of the texture. For this we will sample a low mipmap
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.