//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl" #include "../MaterialUtilities.hlsl" #include "TerrainLitSplatCommon.hlsl" // We don't use emission for terrain #define _EmissiveColor float3(0,0,0) #define _AlbedoAffectEmissive 0 #include "../Lit/LitBuiltinData.hlsl" #undef _EmissiveColor #undef _AlbedoAffectEmissive #include "../Decal/DecalUtilities.hlsl" void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL { float3 normalOS = SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_Control0, (input.texCoord0 + 0.5f) * _TerrainHeightmapRecipSize.xy).rgb * 2 - 1; float3 normalWS = mul((float3x3)GetObjectToWorldMatrix(), normalOS); float3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS); float renormFactor = 1.0 / length(normalWS); // bitangent on the fly option in xnormal to reduce vertex shader outputs. // this is the mikktspace transformation (must use unnormalized attributes) float3x3 worldToTangent = CreateWorldToTangent(normalWS, tangentWS.xyz, 1); // surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts // by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it. input.worldToTangent[0] = worldToTangent[0] * renormFactor; input.worldToTangent[1] = worldToTangent[1] * renormFactor; input.worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal input.texCoord0 *= _TerrainHeightmapRecipSize.zw; } #endif // terrain lightmap uvs are always taken from uv0 input.texCoord1 = input.texCoord2 = input.texCoord0; float3 normalTS; TerrainSplatBlend(input.texCoord0, input.worldToTangent[0], input.worldToTangent[1], surfaceData.baseColor, normalTS, surfaceData.perceptualSmoothness, surfaceData.metallic, surfaceData.ambientOcclusion); surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. Tag: SURFACE_GRADIENT surfaceData.subsurfaceMask = 0; surfaceData.thickness = 1; surfaceData.diffusionProfile = 0; surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; // Init other parameters surfaceData.anisotropy = 0.0; surfaceData.specularColor = float3(0.0, 0.0, 0.0); surfaceData.coatMask = 0.0; surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 0.0; // Transparency parameters // Use thickness from SSS surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; GetNormalWS(input, normalTS, surfaceData.normalWS); float3 bentNormalWS = surfaceData.normalWS; // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. #ifdef _MASKMAP surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #else surfaceData.specularOcclusion = 1.0; #endif #if HAVE_DECALS float alpha = 1; AddDecalContribution(posInput, surfaceData, alpha); #endif #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_CONTROL) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0, _Control0, _Control0_TexelSize, _Control0_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER0) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat0_ST.xy + _Splat0_ST.zw, _Splat0, _Splat0_TexelSize, _Splat0_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER1) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat1_ST.xy + _Splat1_ST.zw, _Splat1, _Splat1_TexelSize, _Splat1_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER2) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat2_ST.xy + _Splat2_ST.zw, _Splat2, _Splat2_TexelSize, _Splat2_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER3) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat3_ST.xy + _Splat3_ST.zw, _Splat3, _Splat3_TexelSize, _Splat3_MipInfo, surfaceData.baseColor); #ifdef _TERRAIN_8_LAYERS else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER4) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat4_ST.xy + _Splat4_ST.zw, _Splat4, _Splat4_TexelSize, _Splat4_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER5) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat5_ST.xy + _Splat5_ST.zw, _Splat5, _Splat5_TexelSize, _Splat5_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER6) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat6_ST.xy + _Splat6_ST.zw, _Splat6, _Splat6_TexelSize, _Splat6_MipInfo, surfaceData.baseColor); else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER7) surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0 * _Splat7_ST.xy + _Splat7_ST.zw, _Splat7, _Splat7_TexelSize, _Splat7_MipInfo, surfaceData.baseColor); #endif surfaceData.metallic = 0; } #endif GetBuiltinData(input, V, posInput, surfaceData, 1, bentNormalWS, 0, builtinData); }