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Merge branch 'master' into Improve-camera-relative-rendering

/main
sebastienlagarde 6 年前
当前提交
fa92c52f
共有 15 个文件被更改,包括 295 次插入108 次删除
  1. 7
      com.unity.render-pipelines.core/CoreRP/Shadow/ShadowBase.cs
  2. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  3. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/LitUI.cs
  4. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs
  5. 115
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/StackLit/StackLitUI.cs
  6. 7
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedShadowInitParameters.cs
  7. 24
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/ShadowInitParametersUI.cs
  8. 4
      com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset
  9. 6
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
  10. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
  11. 10
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataDisplacement.hlsl
  12. 10
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
  13. 104
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader
  14. 52
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl
  15. 56
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitProperties.hlsl

7
com.unity.render-pipelines.core/CoreRP/Shadow/ShadowBase.cs


public class ShadowInitParameters
{
public const int kDefaultShadowAtlasSize = 4096;
public const int kDefaultMaxPointLightShadows = 6;
public const int kDefaultMaxSpotLightShadows = 12;
public const int kDefaultMaxDirectionalLightShadows = 1;
public int maxPointLightShadows = kDefaultMaxPointLightShadows;
public int maxSpotLightShadows = kDefaultMaxSpotLightShadows;
public int maxDirectionalLightShadows = kDefaultMaxDirectionalLightShadows;
}
// Class used to pass parameters to the shadow system on a per frame basis.

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed
- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled.
- Add PCSS shadow filter support (from SRP Core)
- Exposed shadow budget parameters in HDRP asset
### Changed
- Re-enable shadow mask mode in debug view

1
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/LitUI.cs


public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)");
public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor");
public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor");
public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping");

4
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs


m_ChannelProperty = new ComboProperty(parent, propertyName + "Channel", "Channel", Enum.GetNames(typeof(Channel)), false);
m_RemapProperty = new Property(parent, constantPropertyName + "Remap", "Remapping", "Defines the range to remap/scale the values in texture", false);
m_InvertRemapProperty = new Property(parent, constantPropertyName + "RemapInverted", "Invert Remapping", "Whether the mapping values are inverted.", false);
m_RemapProperty = new Property(parent, propertyName + "Remap", "Remapping", "Defines the range to remap/scale the values in texture", false);
m_InvertRemapProperty = new Property(parent, propertyName + "RemapInverted", "Invert Remapping", "Whether the mapping values are inverted.", false);
}
public override void OnFindProperty(MaterialProperty[] props)

115
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/StackLit/StackLitUI.cs


protected const string k_IridescenceMaskMap = "_IridescenceMaskMap";
protected const string k_IridescenceMaskMapUV = "_IridescenceMaskMapUV";
// Details
protected const string k_EnableDetails = "_EnableDetails";
protected const string k_DetailMask = "_DetailMask";
protected const string k_DetailMaskMap = "_DetailMaskMap";
protected const string k_DetailMaskMapUV = "_DetailMaskMapUV";
protected const string k_DetailSmoothness = "_DetailSmoothness";
protected const string k_DetailSmoothnessScale = "_DetailSmoothnessScale";
protected const string k_DetailSmoothnessMap = "_DetailSmoothnessMap";
protected const string k_DetailSmoothnessMapUV = "_DetailSmoothnessMapUV";
protected const string k_DetailNormalMap = "_DetailNormalMap";
protected const string k_DetailNormalMapUV = "_DetailNormalMapUV";
protected const string k_DetailNormalScale = "_DetailNormalScale";
// Stencil is use to control lighting mode (regular, split lighting)
protected const string kStencilRef = "_StencilRef";
protected const string kStencilWriteMask = "_StencilWriteMask";

private readonly GroupProperty _baseMaterialProperties = null;
private readonly GroupProperty _materialProperties = null;
private Property EnableDetails;
private Property EnableDualSpecularLobe;
private Property EnableDualSpecularLobe;
private Property EnableIridescence;
private Property EnableGeometricNormalFiltering;

});
//
EnableDetails = new Property(this, k_EnableDetails, "Enable Details", "Enable Detail", true);
EnableSSS = new Property(this, k_EnableSubsurfaceScattering, "Enable Subsurface Scattering", "Enable Subsurface Scattering", true);
EnableTransmission = new Property(this, k_EnableTransmission, "Enable Transmission", "Enable Transmission", true);
EnableCoat = new Property(this, k_EnableCoat, "Enable Coat", "Enable coat layer with true vertical physically based BSDF mixing", true);

{
new GroupProperty(this, "_MaterialFeatures", "Material Features", new BaseProperty[]
{
EnableDetails,
EnableDualSpecularLobe,
EnableAnisotropy,
EnableCoat,

new TextureProperty(this, k_NormalMap, k_NormalScale, "Normal", "Normal Map", true, false, true),
new TextureProperty(this, k_AmbientOcclusionMap, k_AmbientOcclusion, "AmbientOcclusion", "AmbientOcclusion Map", false, false),
}),
new GroupProperty(this, "_Details", "Details", new BaseProperty[]
{
new TextureProperty(this, k_DetailMaskMap, "", "Detail Mask Map", "Detail Mask Map", false, false),
new TextureProperty(this, k_DetailNormalMap, k_DetailNormalScale, "Detail Normal Map", "Detail Normal Map Scale", true, false, true),
new TextureProperty(this, k_DetailSmoothnessMap, k_DetailSmoothnessScale, "Detail Smoothness", "Detail Smoothness", true, false),
}, _ => EnableDetails.BoolValue == true),
new GroupProperty(this, "_DualSpecularLobe", "Dual Specular Lobe", new BaseProperty[]
{

// TODO: Caution this can generate a lot of garbage collection call ?
string useMapPropertyName = basePropertyName + "UseMap";
string mapPropertyName = basePropertyName + "Map";
string remapPropertyName = basePropertyName + "Remap";
string invertPropertyName = basePropertyName + "RemapInverted";
string rangePropertyName = basePropertyName + "Range";
string remapPropertyName = basePropertyName + "MapRemap";
string invertPropertyName = basePropertyName + "MapRemapInverted";
string rangePropertyName = basePropertyName + "MapRange";
Vector4 rangeVector = material.GetVector(remapPropertyName);
if (material.HasProperty(invertPropertyName) && material.GetFloat(invertPropertyName) > 0.0f)
if (material.HasProperty(remapPropertyName) && material.HasProperty(rangePropertyName))
float s = rangeVector.x;
rangeVector.x = rangeVector.y;
rangeVector.y = s;
Vector4 rangeVector = material.GetVector(remapPropertyName);
if (material.HasProperty(invertPropertyName) && material.GetFloat(invertPropertyName) > 0.0f)
{
float s = rangeVector.x;
rangeVector.x = rangeVector.y;
rangeVector.y = s;
}
material.SetVector(rangePropertyName, rangeVector);
material.SetFloat(useMapPropertyName, 1.0f);
material.SetVector(rangePropertyName, rangeVector);
if (material.HasProperty(useMapPropertyName))
{
material.SetFloat(useMapPropertyName, 1.0f);
}
int channel = (int)material.GetFloat(channelPropertyName);
switch (channel)
if (material.HasProperty(channelPropertyName))
case 0:
material.SetVector(channelMaskPropertyName, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
break;
case 1:
material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
break;
case 2:
material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
break;
case 3:
material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
break;
int channel = (int)material.GetFloat(channelPropertyName);
switch (channel)
{
case 0:
material.SetVector(channelMaskPropertyName, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
break;
case 1:
material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
break;
case 2:
material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
break;
case 3:
material.SetVector(channelMaskPropertyName, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
break;
}
material.SetFloat(useMapPropertyName, 0.0f);
material.SetVector(rangePropertyName, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
material.SetVector(channelMaskPropertyName, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
if (material.HasProperty(useMapPropertyName))
{
material.SetFloat(useMapPropertyName, 0.0f);
}
if (material.HasProperty(rangePropertyName))
{
material.SetVector(rangePropertyName, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
}
if (material.HasProperty(channelPropertyName))
{
material.SetVector(channelMaskPropertyName, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
}
}
}

//TODO see BaseLitUI.cs:SetupBaseLitKeywords (stencil etc)
SetupBaseUnlitKeywords(material);
SetupBaseUnlitMaterialPass(material);

}
}
//TODO: stencil state, displacement, wind, depthoffset, tessellation
SetupMainTexForAlphaTestGI("_BaseColorMap", "_BaseColor", material);
//TODO: disable DBUFFER

SetupTextureMaterialProperty(material, k_IridescenceThickness);
SetupTextureMaterialProperty(material, k_IridescenceMask);
SetupTextureMaterialProperty(material, k_CoatSmoothness);
// details
SetupTextureMaterialProperty(material, k_DetailMask);
SetupTextureMaterialProperty(material, k_DetailSmoothness);
// Check if we are using specific UVs.
TextureProperty.UVMapping[] uvIndices = new[]

(TextureProperty.UVMapping)material.GetFloat(k_IridescenceMaskMapUV),
(TextureProperty.UVMapping)material.GetFloat(k_CoatSmoothnessMapUV),
(TextureProperty.UVMapping)material.GetFloat(k_CoatNormalMapUV),
// Details
(TextureProperty.UVMapping)material.GetFloat(k_DetailMaskMapUV),
(TextureProperty.UVMapping)material.GetFloat(k_DetailSmoothnessMapUV),
(TextureProperty.UVMapping)material.GetFloat(k_DetailNormalMapUV),
};
// Set keyword for mapping

requireTriplanar = requireTriplanar || uvIndices[i] == TextureProperty.UVMapping.Triplanar;
}
CoreUtils.SetKeyword(material, "_USE_TRIPLANAR", requireTriplanar);
bool detailsEnabled = material.HasProperty(k_EnableDetails) && material.GetFloat(k_EnableDetails) > 0.0f;
CoreUtils.SetKeyword(material, "_USE_DETAILMAP", detailsEnabled);
bool dualSpecularLobeEnabled = material.HasProperty(k_EnableDualSpecularLobe) && material.GetFloat(k_EnableDualSpecularLobe) > 0.0f;
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_DUAL_SPECULAR_LOBE", dualSpecularLobeEnabled);

7
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedShadowInitParameters.cs


public SerializedProperty shadowAtlasWidth;
public SerializedProperty shadowAtlasHeight;
public SerializedProperty maxPointLightShadows;
public SerializedProperty maxSpotLightShadows;
public SerializedProperty maxDirectionalLightShadows;
public SerializedShadowInitParameters(SerializedProperty root)
{
this.root = root;

maxPointLightShadows = root.Find((ShadowInitParameters s) => s.maxPointLightShadows);
maxSpotLightShadows = root.Find((ShadowInitParameters s) => s.maxSpotLightShadows);
maxDirectionalLightShadows = root.Find((ShadowInitParameters s) => s.maxDirectionalLightShadows);
}
}
}

24
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/ShadowInitParametersUI.cs


using UnityEditor.AnimatedValues;
using UnityEngine.Events;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering
{

static void Drawer_FieldShadowSize(ShadowInitParametersUI s, SerializedShadowInitParameters d, Editor o)
{
EditorGUILayout.LabelField(_.GetContent("Shadow Atlas Settings"), EditorStyles.boldLabel);
EditorGUILayout.LabelField(_.GetContent("Shadow"), EditorStyles.boldLabel);
++EditorGUI.indentLevel;
EditorGUILayout.LabelField(_.GetContent("Shadow Atlas"), EditorStyles.boldLabel);
--EditorGUI.indentLevel;
EditorGUILayout.Space();
EditorGUILayout.LabelField(_.GetContent("Shadow Map Budget"), EditorStyles.boldLabel);
++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(d.maxPointLightShadows, _.GetContent("Max Point Light Shadows"));
EditorGUILayout.PropertyField(d.maxSpotLightShadows, _.GetContent("Max Spot Light Shadows"));
EditorGUILayout.PropertyField(d.maxDirectionalLightShadows, _.GetContent("Max Directional Light Shadows"));
--EditorGUI.indentLevel;
// Clamp negative values
d.shadowAtlasHeight.intValue = Mathf.Max(0, d.shadowAtlasHeight.intValue);
d.shadowAtlasWidth.intValue = Mathf.Max(0, d.shadowAtlasWidth.intValue);
d.maxPointLightShadows.intValue = Mathf.Max(0, d.maxPointLightShadows.intValue);
d.maxSpotLightShadows.intValue = Mathf.Max(0, d.maxSpotLightShadows.intValue);
d.maxDirectionalLightShadows.intValue = Mathf.Max(0, d.maxDirectionalLightShadows.intValue);
--EditorGUI.indentLevel;
}
}

4
com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset


enableUltraQualitySSS: 0
supportVolumetric: 1
supportRuntimeDebugDisplay: 1
supportDitheringCrossFade: 1
supportDBuffer: 1
supportMSAA: 0
msaaSampleCount: 1

shadowInitParams:
shadowAtlasWidth: 4096
shadowAtlasHeight: 4096
maxPointLightShadows: 6
maxSpotLightShadows: 12
maxDirectionalLightShadows: 1
decalSettings:
drawDistance: 1000
atlasWidth: 4096

6
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs


scInit.resourceBinder = binder;
ShadowManager.ShadowBudgets budgets;
budgets.maxPointLights = 6;
budgets.maxSpotLights = 12;
budgets.maxDirectionalLights = 1;
budgets.maxPointLights = shadowInit.maxPointLightShadows;
budgets.maxSpotLights = shadowInit.maxSpotLightShadows;
budgets.maxDirectionalLights = shadowInit.maxDirectionalLightShadows;
m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, ref budgets, m_Shadowmaps);
// set global overrides - these need to match the override specified in LightLoop/Shadow.hlsl

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


else
#endif
{
if ((lightData.envIndex & 1) == ENVCACHETYPE_CUBEMAP)
if (!IsEnvIndexTexture2D(lightData.envIndex)) // ENVCACHETYPE_CUBEMAP
{
R = GetSpecularDominantDir(bsdfData.normalWS, R, preLightData.iblPerceptualRoughness, ClampNdotV(preLightData.NdotV));
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume

10
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataDisplacement.hlsl


{
float3 objectScale = float3(1.0, 1.0, 1.0);
// TODO: This should be an uniform for the object, this code should be remove once we have it. - Workaround for now
// To handle object scaling with pixel displacement we need to multiply the view vector by the inverse scale.
// To Handle object scaling with vertex/tessellation displacement we must multiply displacement by object scale
// Currently we extract either the scale (ObjectToWorld) or the inverse scale (worldToObject) directly by taking the transform matrix
float4x4 worldTransform;
// TODO: This should be an uniform for the object, this code should be remove once we have it. - Workaround for now
// To handle object scaling with pixel displacement we need to multiply the view vector by the inverse scale.
// To Handle object scaling with vertex/tessellation displacement we must multiply displacement by object scale
// Currently we extract either the scale (ObjectToWorld) or the inverse scale (worldToObject) directly by taking the transform matrix
float4x4 worldTransform;
if (vertexDisplacement)
{
worldTransform = GetObjectToWorldMatrix();

10
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl


#endif
// perceptualRoughness is use as input and output here
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS, N, V, preLightData.iblAnisotropy[0], preLightData.iblPerceptualRoughness[BASE_LOBEA_IDX], iblN[BASE_LOBEA_IDX], preLightData.iblPerceptualRoughness[BASE_LOBEA_IDX]);
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS, N, V, preLightData.iblAnisotropy[1], preLightData.iblPerceptualRoughness[BASE_LOBEB_IDX], iblN[BASE_LOBEB_IDX], preLightData.iblPerceptualRoughness[BASE_LOBEB_IDX]);
float3 outNormal;
float outPerceptualRoughness;
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS, N[0], V, preLightData.iblAnisotropy[0], preLightData.iblPerceptualRoughness[BASE_LOBEA_IDX], outNormal, outPerceptualRoughness);
iblN[BASE_LOBEA_IDX] = outNormal;
preLightData.iblPerceptualRoughness[BASE_LOBEA_IDX] = outPerceptualRoughness;
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS, N[0], V, preLightData.iblAnisotropy[1], preLightData.iblPerceptualRoughness[BASE_LOBEB_IDX], outNormal, outPerceptualRoughness);
iblN[BASE_LOBEB_IDX] = outNormal;
preLightData.iblPerceptualRoughness[BASE_LOBEB_IDX] = outPerceptualRoughness;
iblN[COAT_LOBE_IDX] = N[COAT_NORMAL_IDX]; // no anisotropy for coat.
}

104
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader


_MetallicMapUV("Metallic Map UV", Float) = 0.0
_MetallicMapUVLocal("Metallic Map UV Local", Float) = 0.0
_MetallicMapChannel("Metallic Map Channel", Float) = 0.0
_MetallicMapChannelMask("Metallic Map Channel Mask", Vector) = (1, 0, 0, 0)
_MetallicRemap("Metallic Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _MetallicRange("Metallic Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _MetallicMapChannelMask("Metallic Map Channel Mask", Vector) = (1, 0, 0, 0)
_MetallicMapRemap("Metallic Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _MetallicMapRange("Metallic Range", Vector) = (0, 1, 0, 0)
_DielectricIor("DielectricIor IOR", Range(1.0, 2.5)) = 1.5

_SmoothnessAUseMap("SmoothnessA Use Map", Float) = 0
_SmoothnessAMapUV("SmoothnessA Map UV", Float) = 0.0
_SmoothnessAMapUVLocal("_SmoothnessA Map UV Local", Float) = 0.0
_SmoothnessAMapUVLocal("SmoothnessA Map UV Local", Float) = 0.0
_SmoothnessAMapChannelMask("SmoothnessA Map Channel Mask", Vector) = (1, 0, 0, 0)
_SmoothnessARemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _SmoothnessARemapInverted("Invert SmoothnessA Remap", Float) = 0.0
[HideInInspector] _SmoothnessARange("SmoothnessA Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _SmoothnessAMapChannelMask("SmoothnessA Map Channel Mask", Vector) = (1, 0, 0, 0)
_SmoothnessAMapRemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _SmoothnessAMapRemapInverted("Invert SmoothnessA Remap", Float) = 0.0
[HideInInspector] _SmoothnessAMapRange("SmoothnessA Range", Vector) = (0, 1, 0, 0)
[ToggleUI] _EnableDualSpecularLobe("Enable Dual Specular Lobe", Float) = 0.0 // UI only
[HideInInspector] _SmoothnessBMapShow("SmoothnessB Map Show", Float) = 0

_SmoothnessBMapUV("SmoothnessB Map UV", Float) = 0.0
_SmoothnessAMapUVLocal("_SmoothnessB Map UV Local", Float) = 0.0
_SmoothnessBMapChannel("SmoothnessB Map Channel", Float) = 0.0
_SmoothnessBMapChannelMask("SmoothnessB Map Channel Mask", Vector) = (1, 0, 0, 0)
_SmoothnessBRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _SmoothnessBRemapInverted("Invert SmoothnessB Remap", Float) = 0.0
[HideInInspector] _SmoothnessBRange("SmoothnessB Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _SmoothnessBMapChannelMask("SmoothnessB Map Channel Mask", Vector) = (1, 0, 0, 0)
_SmoothnessBMapRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _SmoothnessBMapRemapInverted("Invert SmoothnessB Remap", Float) = 0.0
[HideInInspector] _SmoothnessBMapRange("SmoothnessB Range", Vector) = (0, 1, 0, 0)
_LobeMix("Lobe Mix", Range(0.0, 1.0)) = 0
[ToggleUI] _VlayerRecomputePerLight("Vlayer Recompute Per Light", Float) = 0.0 // UI only

_AnisotropyMapUV("Anisotropy Map UV", Float) = 0.0
_AnisotropyMapUVLocal("Anisotropy Map UV Local", Float) = 0.0
_AnisotropyMapChannel("Anisotropy Map Channel", Float) = 0.0
_AnisotropyMapChannelMask("Anisotropy Map Channel Mask", Vector) = (1, 0, 0, 0)
_AnisotropyRemap("Anisotropy Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _AnisotropyRange("Anisotropy Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _AnisotropyMapChannelMask("Anisotropy Map Channel Mask", Vector) = (1, 0, 0, 0)
_AnisotropyMapRemap("Anisotropy Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _AnisotropyMapRange("Anisotropy Range", Vector) = (0, 1, 0, 0)
[ToggleUI] _EnableCoat("Enable Coat", Float) = 0.0 // UI only
[HideInInspector] _CoatSmoothnessMapShow("CoatSmoothness Show", Float) = 0

_CoatSmoothnessMapUV("CoatSmoothness Map UV", Float) = 0.0
_CoatSmoothnessMapUVLocal("CoatSmoothness Map UV Local", Float) = 0.0
_CoatSmoothnessMapChannel("CoatSmoothness Map Channel", Float) = 0.0
_CoatSmoothnessMapChannelMask("CoatSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0)
_CoatSmoothnessRemap("CoatSmoothness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _CoatSmoothnessRemapInverted("Invert CoatSmoothness Remap", Float) = 0.0
[HideInInspector] _CoatSmoothnessRange("CoatSmoothness Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _CoatSmoothnessMapChannelMask("CoatSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0)
_CoatSmoothnessMapRemap("CoatSmoothness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _CoatSmoothnessMapRemapInverted("Invert CoatSmoothness Remap", Float) = 0.0
[HideInInspector] _CoatSmoothnessMapRange("CoatSmoothness Range", Vector) = (0, 1, 0, 0)
_CoatIor("Coat IOR", Range(1.0001, 2.0)) = 1.5
_CoatThickness("Coat Thickness", Range(0.0, 0.99)) = 0.0

_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapUV("NormalMapUV", Float) = 0.0
_NormalMapUVLocal("NormalMapUV Local", Float) = 0.0
_NormalMapObjSpace("NormalMapUV Local", Float) = 0.0
_NormalMapObjSpace("NormalMapObjSpace", Float) = 0.0
_NormalScale("Normal Scale", Range(0.0, 2.0)) = 1
[HideInInspector] _AmbientOcclusionMapShow("AmbientOcclusion Map Show", Float) = 0

_AmbientOcclusionMapUV("AmbientOcclusion Map UV", Float) = 0.0
_AmbientOcclusionMapUVLocal("AmbientOcclusion Map UV Local", Float) = 0.0
_AmbientOcclusionMapChannel("AmbientOcclusion Map Channel", Float) = 0.0
_AmbientOcclusionMapChannelMask("AmbientOcclusion Map Channel Mask", Vector) = (1, 0, 0, 0)
_AmbientOcclusionRemap("AmbientOcclusion Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _AmbientOcclusionRange("AmbientOcclusion Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _AmbientOcclusionMapChannelMask("AmbientOcclusion Map Channel Mask", Vector) = (1, 0, 0, 0)
_AmbientOcclusionMapRemap("AmbientOcclusion Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _AmbientOcclusionMapRange("AmbientOcclusion Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _EmissiveColorMapShow("Emissive Color Map Show", Float) = 0.0
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)

_SubsurfaceMaskMapUV("Subsurface Mask Map UV", Float) = 0.0
_SubsurfaceMaskMapUVLocal("Subsurface Mask UV Local", Float) = 0.0
_SubsurfaceMaskMapChannel("Subsurface Mask Map Channel", Float) = 0.0
_SubsurfaceMaskMapChannelMask("Subsurface Mask Map Channel Mask", Vector) = (1, 0, 0, 0)
_SubsurfaceMaskRemap("Subsurface Mask Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _SubsurfaceMaskRange("Subsurface Mask Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _SubsurfaceMaskMapChannelMask("Subsurface Mask Map Channel Mask", Vector) = (1, 0, 0, 0)
_SubsurfaceMaskMapRemap("Subsurface Mask Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _SubsurfaceMaskMapRange("Subsurface Mask Range", Vector) = (0, 1, 0, 0)
[ToggleUI] _EnableTransmission("Enable Transmission", Float) = 0.0
[HideInInspector] _ThicknessMapShow("Thickness Show", Float) = 0

_ThicknessMapUV("Thickness Map UV", Float) = 0.0
_ThicknessMapUVLocal("Thickness Map UV Local", Float) = 0.0
_ThicknessMapChannel("Thickness Map Channel", Float) = 0.0
_ThicknessMapChannelMask("Thickness Map Channel Mask", Vector) = (1, 0, 0, 0)
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _ThicknessRemapInverted("Invert Thickness Remap", Float) = 0.0
[HideInInspector] _ThicknessRange("Thickness Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _ThicknessMapChannelMask("Thickness Map Channel Mask", Vector) = (1, 0, 0, 0)
_ThicknessMapRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _ThicknessMapRemapInverted("Invert Thickness Remap", Float) = 0.0
[HideInInspector] _ThicknessMapRange("Thickness Range", Vector) = (0, 1, 0, 0)
[ToggleUI] _EnableIridescence("Enable Iridescence", Float) = 0.0 // UI only
_IridescenceIor("TopIOR over iridescent layer", Range(1.0, 2.0)) = 1.5

_IridescenceThicknessMapUV("IridescenceThickness Map UV", Float) = 0.0
_IridescenceThicknessMapLocal("IridescenceThickness Map UV Local", Float) = 0.0
_IridescenceThicknessMapChannel("IridescenceThickness Map Channel", Float) = 0.0
_IridescenceThicknessMapChannelMask("IridescenceThickness Map Channel Mask", Vector) = (1, 0, 0, 0)
_IridescenceThicknessRemap("IridescenceThickness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _IridescenceThicknessRemapInverted("Invert IridescenceThickness Remap", Float) = 0.0
[HideInInspector] _IridescenceThicknessRange("IridescenceThickness Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _IridescenceThicknessMapChannelMask("IridescenceThickness Map Channel Mask", Vector) = (1, 0, 0, 0)
_IridescenceThicknessMapRemap("IridescenceThickness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _IridescenceThicknessMapRemapInverted("Invert IridescenceThickness Remap", Float) = 0.0
[HideInInspector] _IridescenceThicknessMapRange("IridescenceThickness Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _IridescenceMaskMapShow("Iridescence Mask Map Show", Float) = 0
_IridescenceMask("Iridescence Mask", Range(0.0, 1.0)) = 1.0

_IridescenceMaskMapUVLocal("Iridescence Mask UV Local", Float) = 0.0
_IridescenceMaskMapChannel("Iridescence Mask Map Channel", Float) = 0.0
_IridescenceMaskMapChannelMask("Iridescence Mask Map Channel Mask", Vector) = (1, 0, 0, 0)
_IridescenceMaskRemap("Iridescence Mask Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _IridescenceMaskRange("Iridescence Mask Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _IridescenceMaskMapChannelMask("Iridescence Mask Map Channel Mask", Vector) = (1, 0, 0, 0)
_IridescenceMaskMapRemap("Iridescence Mask Remap", Vector) = (0, 1, 0, 0)
[HideInInspector] _IridescenceMaskMapRange("Iridescence Mask Range", Vector) = (0, 1, 0, 0)
// Detail map (mask, normal, smoothness)
[ToggleUI] _EnableDetails("Enable Details", Float) = 0.0
[HideInInspector] _DetailMaskMapShow("DetailMask Map Show", Float) = 0
_DetailMaskMap("DetailMask Map", 2D) = "white" {}
_DetailMaskMapUV("DetailMask Map UV", Float) = 0.0
_DetailMaskMapUVLocal("DetailMask Map UV Local", Float) = 0.0
_DetailMaskMapChannel("DetailMask Map Channel", Float) = 0.0
[HideInInspector] _DetailMaskMapChannelMask("DetailSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0)
[HideInInspector] _DetailNormalMapShow("DetailNormalMap Show", Float) = 0.0
_DetailNormalMap("DetailNormalMap", 2D) = "bump" {} // Tangent space normal map
_DetailNormalMapUV("DetailNormalMapUV", Float) = 0.0
_DetailNormalMapUVLocal("DetailNormalMapUV Local", Float) = 0.0
_DetailNormalScale("DetailNormal Scale", Range(0.0, 2.0)) = 1
[HideInInspector] _DetailSmoothnessMapShow("DetailSmoothness Map Show", Float) = 0
_DetailSmoothnessMap("DetailSmoothness Map", 2D) = "grey" {} // Neutral is 0.5 for detail map
_DetailSmoothnessMapUV("DetailSmoothness Map UV", Float) = 0.0
_DetailSmoothnessMapUVLocal("DetailSmoothness Map UV Local", Float) = 0.0
_DetailSmoothnessMapChannel("DetailSmoothness Map Channel", Float) = 0.0
[HideInInspector] _DetailSmoothnessMapChannelMask("DetailSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0)
_DetailSmoothnessMapRemap("DetailSmoothness Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _DetailSmoothnessMapRemapInverted("Invert SmoothnessA Remap", Float) = 0.0
[HideInInspector] _DetailSmoothnessMapRange("DetailSmoothness Range", Vector) = (0, 1, 0, 0)
_DetailSmoothnessScale("DetailSmoothness Scale", Range(0.0, 2.0)) = 1
// Distortion
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0

// Sections show values.
[HideInInspector] _MaterialFeaturesShow("_MaterialFeaturesShow", Float) = 1.0
[HideInInspector] _StandardShow("_StandardShow", Float) = 0.0
[HideInInspector] _DetailsShow("_DetailsShow", Float) = 0.0
[HideInInspector] _EmissiveShow("_EmissiveShow", Float) = 0.0
[HideInInspector] _CoatShow("_CoatShow", Float) = 0.0
[HideInInspector] _DebugShow("_DebugShow", Float) = 0.0

#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _USE_DETAILMAP
#pragma shader_feature _USE_UV2
#pragma shader_feature _USE_UV3
#pragma shader_feature _USE_TRIPLANAR

52
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl


}
#define SAMPLE_TEXTURE2D_SCALE_BIAS(name) SampleTexture2DTriplanarScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, uvMapping)
#define SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(name, scale) SampleTexture2DTriplanarNormalScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, name##ObjSpace, uvMapping, scale)
#define SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(name, scale, objSpace) SampleTexture2DTriplanarNormalScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, objSpace, uvMapping, scale)
//-----------------------------------------------------------------------------
// GetSurfaceAndBuiltinData

// Standard
surfaceData.baseColor = SAMPLE_TEXTURE2D_SCALE_BIAS(_BaseColorMap).rgb * _BaseColor.rgb;
float4 gradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_NormalMap, _NormalScale);
float4 gradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_NormalMap, _NormalScale, _NormalMapObjSpace);
surfaceData.perceptualSmoothnessA = lerp(_SmoothnessARange.x, _SmoothnessARange.y, surfaceData.perceptualSmoothnessA);
surfaceData.perceptualSmoothnessA = lerp(_SmoothnessAMapRange.x, _SmoothnessAMapRange.y, surfaceData.perceptualSmoothnessA);
surfaceData.metallic = lerp(_MetallicRange.x, _MetallicRange.y, surfaceData.metallic);
surfaceData.metallic = lerp(_MetallicMapRange.x, _MetallicMapRange.y, surfaceData.metallic);
surfaceData.ambientOcclusion = lerp(_AmbientOcclusionRange.x, _AmbientOcclusionRange.y, surfaceData.ambientOcclusion);
surfaceData.ambientOcclusion = lerp(_AmbientOcclusionMapRange.x, _AmbientOcclusionMapRange.y, surfaceData.ambientOcclusion);
surfaceData.ambientOcclusion = lerp(_AmbientOcclusion, surfaceData.ambientOcclusion, _AmbientOcclusionUseMap);
// These static material feature allow compile time optimization

surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_DUAL_SPECULAR_LOBE;
surfaceData.lobeMix = _LobeMix;
surfaceData.perceptualSmoothnessB = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SmoothnessBMap), _SmoothnessBMapChannelMask);
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBRange.x, _SmoothnessBRange.y, surfaceData.perceptualSmoothnessB);
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBMapRange.x, _SmoothnessBMapRange.y, surfaceData.perceptualSmoothnessB);
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessB, surfaceData.perceptualSmoothnessB, _SmoothnessBUseMap);
#else
surfaceData.lobeMix = 0.0;

surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_ANISOTROPY;
// TODO: manage anistropy map
//surfaceData.anisotropy = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_AnistropyMap), _AnistropyMapChannelMask);
//surfaceData.anisotropy = lerp(_AnistropyRange.x, _AnistropyRange.y, surfaceData.anisotropy);
//surfaceData.anisotropy = lerp(_AnistropyMapRange.x, _AnistropyMapRange.y, surfaceData.anisotropy);
surfaceData.anisotropy = _Anisotropy; // In all cases we must multiply anisotropy with the map
#else
surfaceData.anisotropy = 0.0;

#ifdef _MATERIAL_FEATURE_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT;
surfaceData.coatPerceptualSmoothness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_CoatSmoothnessMap), _CoatSmoothnessMapChannelMask);
surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothnessRange.x, _CoatSmoothnessRange.y, surfaceData.coatPerceptualSmoothness);
surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothnessMapRange.x, _CoatSmoothnessMapRange.y, surfaceData.coatPerceptualSmoothness);
surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothness, surfaceData.coatPerceptualSmoothness, _CoatSmoothnessUseMap);
surfaceData.coatIor = _CoatIor;
surfaceData.coatThickness = _CoatThickness;

surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT_NORMAL_MAP;
coatGradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_CoatNormalMap, _CoatNormalScale);
coatGradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_CoatNormalMap, _CoatNormalScale, _CoatNormalMapObjSpace);
#endif
#else

surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_IRIDESCENCE;
surfaceData.iridescenceIor = _IridescenceIor;
surfaceData.iridescenceThickness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_IridescenceThicknessMap), _IridescenceThicknessMapChannelMask);
surfaceData.iridescenceThickness = lerp(_IridescenceThicknessRange.x, _IridescenceThicknessRange.y, surfaceData.iridescenceThickness);
surfaceData.iridescenceThickness = lerp(_IridescenceThicknessMapRange.x, _IridescenceThicknessMapRange.y, surfaceData.iridescenceThickness);
surfaceData.iridescenceMask = lerp(_IridescenceMaskRange.x, _IridescenceMaskRange.y, surfaceData.iridescenceMask);
surfaceData.iridescenceMask = lerp(_IridescenceMaskMapRange.x, _IridescenceMaskMapRange.y, surfaceData.iridescenceMask);
surfaceData.iridescenceMask = lerp(_IridescenceMask, surfaceData.iridescenceMask, _IridescenceMaskUseMap);
#else

#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING;
surfaceData.subsurfaceMask = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SubsurfaceMaskMap), _SubsurfaceMaskMapChannelMask);
surfaceData.subsurfaceMask = lerp(_SubsurfaceMaskRange.x, _SubsurfaceMaskRange.y, surfaceData.subsurfaceMask);
surfaceData.subsurfaceMask = lerp(_SubsurfaceMaskMapRange.x, _SubsurfaceMaskMapRange.y, surfaceData.subsurfaceMask);
surfaceData.subsurfaceMask = lerp(_SubsurfaceMask, surfaceData.subsurfaceMask, _SubsurfaceMaskUseMap);
#else
surfaceData.subsurfaceMask = 0.0;

surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION;
surfaceData.thickness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_ThicknessMap), _ThicknessMapChannelMask);
surfaceData.thickness = lerp(_ThicknessRange.x, _ThicknessRange.y, surfaceData.thickness);
surfaceData.thickness = lerp(_ThicknessMapRange.x, _ThicknessMapRange.y, surfaceData.thickness);
#ifdef _USE_DETAILMAP
float detailMask = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_DetailMaskMap), _DetailMaskMapChannelMask);
float4 detailGradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_DetailNormalMap, _DetailNormalScale, 0.0);
gradient += detailGradient * detailMask;
gradient.w *= 0.5; // Take mean of average normal length
float detailPerceptualSmoothness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_DetailSmoothnessMap), _DetailSmoothnessMapChannelMask);
detailPerceptualSmoothness = lerp(_DetailSmoothnessMapRange.x, _DetailSmoothnessMapRange.y, detailPerceptualSmoothness);
// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float smoothnessOverlay = (detailPerceptualSmoothness < 0.5) ?
surfaceData.perceptualSmoothnessA * PositivePow(2.0 * detailPerceptualSmoothness, _DetailSmoothnessScale) :
1.0 - (1.0 - surfaceData.perceptualSmoothnessA) * PositivePow(2.0 * (1.0 - detailPerceptualSmoothness), _DetailSmoothnessScale);
// Lerp with details mask
surfaceData.perceptualSmoothnessA = lerp(surfaceData.perceptualSmoothnessA, saturate(smoothnessOverlay), detailMask);
#ifdef _MATERIAL_FEATURE_DUAL_SPECULAR_LOBE
// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
smoothnessOverlay = (detailPerceptualSmoothness < 0.5) ?
surfaceData.perceptualSmoothnessB * PositivePow(2.0 * detailPerceptualSmoothness, _DetailSmoothnessScale) :
1.0 - (1.0 - surfaceData.perceptualSmoothnessB) * PositivePow(2.0 * (1.0 - detailPerceptualSmoothness), _DetailSmoothnessScale);
// Lerp with details mask
surfaceData.perceptualSmoothnessB = lerp(surfaceData.perceptualSmoothnessB, saturate(smoothnessOverlay), detailMask);
#endif
#endif
// -------------------------------------------------------------
// Surface Data Part 2 (outsite GetSurfaceData( ) in Lit shader):
// -------------------------------------------------------------

56
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitProperties.hlsl


TEXTURE2D(_ThicknessMap);
SAMPLER(sampler_ThicknessMap);
// Details
TEXTURE2D(_DetailMaskMap);
SAMPLER(sampler_DetailMaskMap);
TEXTURE2D(_DetailSmoothnessMap);
SAMPLER(sampler_DetailSmoothnessMap);
TEXTURE2D(_DetailNormalMap);
SAMPLER(sampler_DetailNormalMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);

float4 _MetallicMap_TexelSize;
float4 _MetallicMap_MipInfo;
float4 _MetallicMapChannelMask;
float4 _MetallicRange;
float4 _MetallicMapRange;
float _DielectricIor;

float4 _SmoothnessAMap_TexelSize;
float4 _SmoothnessAMap_MipInfo;
float4 _SmoothnessAMapChannelMask;
float4 _SmoothnessARange;
float4 _SmoothnessAMapRange;
float4 _DebugEnvLobeMask;
float4 _DebugLobeMask;

float4 _AmbientOcclusionMap_TexelSize;
float4 _AmbientOcclusionMap_MipInfo;
float4 _AmbientOcclusionMapChannelMask;
float4 _AmbientOcclusionRange;
float4 _AmbientOcclusionMapRange;
float _SmoothnessB;
float _SmoothnessBUseMap;

float4 _SmoothnessBMap_TexelSize;
float4 _SmoothnessBMap_MipInfo;
float4 _SmoothnessBMapChannelMask;
float4 _SmoothnessBRange;
float4 _SmoothnessBMapRange;
float _LobeMix;
float _Anisotropy;

float4 _AnisotropyMap_TexelSize;
float4 _AnisotropyMap_MipInfo;
float4 _AnisotropyMapChannelMask;
float4 _AnisotropyRange;
float4 _AnisotropyMapRange;
float _CoatSmoothness;
float _CoatSmoothnessUseMap;

float4 _CoatSmoothnessMap_TexelSize;
float4 _CoatSmoothnessMap_MipInfo;
float4 _CoatSmoothnessMapChannelMask;
float4 _CoatSmoothnessRange;
float4 _CoatSmoothnessMapRange;
float _CoatIor;
float _CoatThickness;
float3 _CoatExtinction;

float4 _CoatNormalMap_TexelSize;
float4 _CoatNormalMap_MipInfo;
float _IridescenceThickness;
float _IridescenceThicknessUseMap;
float _IridescenceThicknessMapUV;

float4 _IridescenceThicknessMap_MipInfo;
float4 _IridescenceThicknessMapChannelMask;
float4 _IridescenceThicknessRange;
float4 _IridescenceThicknessMapRange;
float _IridescenceIor;
float _IridescenceMask;

float4 _IridescenceMaskMap_TexelSize;
float4 _IridescenceMaskMap_MipInfo;
float4 _IridescenceMaskMapChannelMask;
float4 _IridescenceMaskRange;
float4 _IridescenceMaskMapRange;
int _DiffusionProfile;
float _SubsurfaceMask;

float4 _SubsurfaceMaskMap_TexelSize;
float4 _SubsurfaceMaskMap_MipInfo;
float4 _SubsurfaceMaskMapChannelMask;
float4 _SubsurfaceMaskRange;
float4 _SubsurfaceMaskMapRange;
float _Thickness;
float _ThicknessUseMap;

float4 _ThicknessMap_TexelSize;
float4 _ThicknessMap_MipInfo;
float4 _ThicknessMapChannelMask;
float4 _ThicknessRange;
float4 _ThicknessMapRange;
// Details
float _DetailMaskMapUV;
float _DetailMaskMapUVLocal;
float4 _DetailMaskMap_ST;
float4 _DetailMaskMap_TexelSize;
float4 _DetailMaskMap_MipInfo;
float4 _DetailMaskMapChannelMask;
float _DetailSmoothnessMapUV;
float _DetailSmoothnessMapUVLocal;
float4 _DetailSmoothnessMap_ST;
float4 _DetailSmoothnessMap_TexelSize;
float4 _DetailSmoothnessMap_MipInfo;
float4 _DetailSmoothnessMapChannelMask;
float4 _DetailSmoothnessMapRange;
float _DetailSmoothnessScale;
float _DetailNormalScale;
float _DetailNormalMapUV;
float _DetailNormalMapUVLocal;
float4 _DetailNormalMap_ST;
float4 _DetailNormalMap_TexelSize;
float4 _DetailNormalMap_MipInfo;
float3 _EmissiveColor;
float4 _EmissiveColorMap_ST;

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