//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "../MaterialUtilities.hlsl" void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float depthOffset, out BuiltinData builtinData) { // Builtin Data builtinData.opacity = alpha; // TODO: Sample lightmap/lightprobe/volume proxy // This should also handle projective lightmap // Note that data input above can be use to sample into lightmap (like normal) builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2); // Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code // If we chose an emissive color, we have a dedicated texture for it and don't use MaskMap #ifdef _EMISSIVE_COLOR #ifdef _EMISSIVE_COLOR_MAP builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor * builtinData.emissiveIntensity; #else builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity; #endif // If we have a MaskMap, use emissive slot as a mask on baseColor #elif defined(_MASKMAP) && !defined(LAYERED_LIT_SHADER) // With layered lit we have no emissive mask option builtinData.emissiveColor = surfaceData.baseColor * (SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.texCoord0).b * builtinData.emissiveIntensity).xxx; #else builtinData.emissiveColor = float3(0.0, 0.0, 0.0); #endif builtinData.velocity = CalculateVelocity(input.positionCS, input.previousPositionCS); #ifdef _DISTORTION_ON float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb; builtinData.distortion = distortion.rg; builtinData.distortionBlur = distortion.b; #else builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; #endif builtinData.depthOffset = depthOffset; } // Gather all kind of mapping in one struct, allow to improve code readability struct LayerUV { float2 uv; // triplanar bool isTriplanar; float2 uvYZ; float2 uvZX; float2 uvXY; }; struct LayerTexCoord { #ifndef LAYERED_LIT_SHADER LayerUV base; LayerUV details; #else // Regular texcoord LayerUV base0; LayerUV base1; LayerUV base2; LayerUV base3; LayerUV details0; LayerUV details1; LayerUV details2; LayerUV details3; #endif // triplanar weight float3 weights; }; float4 SampleLayer(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights) { if (layerUV.isTriplanar) { float4 val = float4(0.0, 0.0, 0.0, 0.0); if (weights.x > 0.0) val += weights.x * SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ); if (weights.y > 0.0) val += weights.y * SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX); if (weights.z > 0.0) val += weights.z * SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY); return val; } else { return SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv); } } // TODO: Handle BC5 format, currently this code is for DXT5nm // THis function below must call UnpackNormalmapRGorAG float3 SampleNormalLayer(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale) { if (layerUV.isTriplanar) { float3 val = float3(0.0, 0.0, 0.0); if (weights.x > 0.0) val += weights.x * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ), scale); if (weights.y > 0.0) val += weights.y * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX), scale); if (weights.z > 0.0) val += weights.z * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY), scale); return normalize(val); } else { return UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv), scale); } } // This version is for normalmap with AG encoding only (use with details map) float3 SampleNormalLayerAG(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale) { if (layerUV.isTriplanar) { float3 val = float3(0.0, 0.0, 0.0); if (weights.x > 0.0) val += weights.x * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ), scale); if (weights.y > 0.0) val += weights.y * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX), scale); if (weights.z > 0.0) val += weights.z * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY), scale); return normalize(val); } else { return UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv), 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 SampleNormalLayerRGB(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale) { if (layerUV.isTriplanar) { float3 val = float3(0.0, 0.0, 0.0); if (weights.x > 0.0) val += weights.x * UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ), scale); if (weights.y > 0.0) val += weights.y * UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX), scale); if (weights.z > 0.0) val += weights.z * UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY), scale); return normalize(val); } else { return UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv), scale); } } // Macro to improve readibility of surface data #define SAMPLE_LAYER_TEXTURE2D(textureName, samplerName, coord) SampleLayer(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights) #define SAMPLE_LAYER_NORMALMAP(textureName, samplerName, coord, scale) SampleNormalLayer(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale) #define SAMPLE_LAYER_NORMALMAP_AG(textureName, samplerName, coord, scale) SampleNormalLayerAG(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale) #define SAMPLE_LAYER_NORMALMAP_RGB(textureName, samplerName, coord, scale) SampleNormalLayerRGB(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale) // Transforms 2D UV by scale/bias property #define TRANSFORM_TEX(tex,name) ((tex.xy) * name##_ST.xy + name##_ST.zw) #ifndef LAYERED_LIT_SHADER #define LAYER_INDEX 0 #define ADD_IDX(Name) Name #define ADD_ZERO_IDX(Name) Name #include "LitSurfaceData.hlsl" void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { LayerTexCoord layerTexCoord; ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); #ifdef _MAPPING_TRIPLANAR // one weight for each direction XYZ - Use vertex normal for triplanar layerTexCoord.weights = ComputeTriplanarWeights(input.tangentToWorld[2].xyz); #endif // Be sure that the compiler is aware that we don't touch UV1 to UV3 for base layer in case of non layer shader // so it can remove code _UVMappingMask.yzw = float3(0.0, 0.0, 0.0); bool isTriplanar = false; #ifdef _MAPPING_TRIPLANAR isTriplanar = true; #endif ComputeLayerTexCoord(input, isTriplanar, layerTexCoord); // Transform view vector in tangent space float3 viewDirTS = TransformWorldToTangent(V, input.tangentToWorld); ApplyDisplacement(input, viewDirTS, layerTexCoord); float depthOffset = 0.0; #ifdef _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, builtinData.depthOffset, posInput); ApplyDepthOffsetAttribute(depthOffset, input); #endif float alpha = GetSurfaceData(input, layerTexCoord, surfaceData); GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData); } #else #define ADD_ZERO_IDX(Name) Name##0 // Generate function for all layer #define LAYER_INDEX 0 #define ADD_IDX(Name) Name##0 #include "LitSurfaceData.hlsl" #undef LAYER_INDEX #undef ADD_IDX #define LAYER_INDEX 1 #define ADD_IDX(Name) Name##1 #include "LitSurfaceData.hlsl" #undef LAYER_INDEX #undef ADD_IDX #define LAYER_INDEX 2 #define ADD_IDX(Name) Name##2 #include "LitSurfaceData.hlsl" #undef LAYER_INDEX #undef ADD_IDX #define LAYER_INDEX 3 #define ADD_IDX(Name) Name##3 #include "LitSurfaceData.hlsl" #undef LAYER_INDEX #undef ADD_IDX void ComputeMaskWeights(float3 inputMasks, out float outWeights[_MAX_LAYER]) { float masks[_MAX_LAYER]; masks[0] = 1.0f; // Layer 0 is always full masks[1] = inputMasks.r; masks[2] = inputMasks.g; masks[3] = inputMasks.b; // calculate weight of each layers float left = 1.0f; [unroll] for (int i = _LAYER_COUNT - 1; i > 0; --i) { outWeights[i] = masks[i] * left; left -= outWeights[i]; } outWeights[0] = left; } float3 BlendLayeredColor(float3 rgb0, float3 rgb1, float3 rgb2, float3 rgb3, float weight[4]) { float3 result = float3(0.0, 0.0, 0.0); result = rgb0 * weight[0] + rgb1 * weight[1]; #if _LAYER_COUNT >= 3 result += (rgb2 * weight[2]); #endif #if _LAYER_COUNT >= 4 result += rgb3 * weight[3]; #endif return result; } float3 BlendLayeredNormal(float3 normal0, float3 normal1, float3 normal2, float3 normal3, float weight[4]) { float3 result = float3(0.0, 0.0, 0.0); result = normal0 * weight[0] + normal1 * weight[1]; #if _LAYER_COUNT >= 3 result += normal2 * weight[2]; #endif #if _LAYER_COUNT >= 4 result += normal3 * weight[3]; #endif return normalize(result); } float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4]) { float result = 0.0; result = x0 * weight[0] + x1 * weight[1]; #if _LAYER_COUNT >= 3 result += x2 * weight[2]; #endif #if _LAYER_COUNT >= 4 result += x3 * weight[3]; #endif return result; } float ApplyHeightBasedBlend(inout float inputFactor, float previousLayerHeight, float layerHeight, float heightOffset, float heightFactor, float edgeBlendStrength, float vertexColor) { float finalLayerHeight = heightFactor * layerHeight + heightOffset + _VertexColorHeightFactor * (vertexColor * 2.0 - 1.0); edgeBlendStrength = max(0.001, edgeBlendStrength); float heightThreshold = previousLayerHeight + edgeBlendStrength; if (previousLayerHeight >= finalLayerHeight) { inputFactor = 0.0; } else if (finalLayerHeight > previousLayerHeight && finalLayerHeight < previousLayerHeight + edgeBlendStrength) { inputFactor = inputFactor * pow((finalLayerHeight - previousLayerHeight) / edgeBlendStrength, 0.5); } return max(finalLayerHeight, previousLayerHeight); } #define SURFACEDATA_BLEND_COLOR(surfaceData, name, mask) BlendLayeredColor(surfaceData##0.##name, surfaceData##1.##name, surfaceData##2.##name, surfaceData##3.##name, mask); #define SURFACEDATA_BLEND_NORMAL(surfaceData, name, mask) BlendLayeredNormal(surfaceData##0.##name, surfaceData##1.##name, surfaceData##2.##name, surfaceData##3.##name, mask); #define SURFACEDATA_BLEND_SCALAR(surfaceData, name, mask) BlendLayeredScalar(surfaceData##0.##name, surfaceData##1.##name, surfaceData##2.##name, surfaceData##3.##name, mask); #define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask); void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { LayerTexCoord layerTexCoord; ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); #if defined(_LAYER_MAPPING_TRIPLANAR_0) || defined(_LAYER_MAPPING_TRIPLANAR_1) || defined(_LAYER_MAPPING_TRIPLANAR_2) || defined(_LAYER_MAPPING_TRIPLANAR_3) // one weight for each direction XYZ - Use vertex normal for triplanar layerTexCoord.weights = ComputeTriplanarWeights(input.tangentToWorld[2].xyz); #endif bool isTriplanar = false; #ifdef _LAYER_MAPPING_TRIPLANAR_0 isTriplanar = true; #endif ComputeLayerTexCoord0(input, isTriplanar, layerTexCoord); isTriplanar = false; #ifdef _LAYER_MAPPING_TRIPLANAR_1 isTriplanar = true; #endif ComputeLayerTexCoord1(input, isTriplanar, layerTexCoord); isTriplanar = false; #ifdef _LAYER_MAPPING_TRIPLANAR_2 isTriplanar = true; #endif ComputeLayerTexCoord2(input, isTriplanar, layerTexCoord); isTriplanar = false; #ifdef _LAYER_MAPPING_TRIPLANAR_3 isTriplanar = true; #endif ComputeLayerTexCoord3(input, isTriplanar, layerTexCoord); // Transform view vector in tangent space float3 viewDirTS = TransformWorldToTangent(V, input.tangentToWorld); float height0 = ApplyDisplacement0(input, viewDirTS, layerTexCoord); float height1 = ApplyDisplacement1(input, viewDirTS, layerTexCoord); float height2 = ApplyDisplacement2(input, viewDirTS, layerTexCoord); float height3 = ApplyDisplacement3(input, viewDirTS, layerTexCoord); float depthOffset = 0.0; #ifdef _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, builtinData.depthOffset, posInput); ApplyDepthOffsetAttribute(depthOffset, input); #endif SurfaceData surfaceData0; SurfaceData surfaceData1; SurfaceData surfaceData2; SurfaceData surfaceData3; float alpha0 = GetSurfaceData0(input, layerTexCoord, surfaceData0); float alpha1 = GetSurfaceData1(input, layerTexCoord, surfaceData1); float alpha2 = GetSurfaceData2(input, layerTexCoord, surfaceData2); float alpha3 = GetSurfaceData3(input, layerTexCoord, surfaceData3); // Mask Values : Layer 1, 2, 3 are r, g, b float3 maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb; #if defined(_LAYER_MASK_VERTEX_COLOR) maskValues *= input.vertexColor.rgb; #endif #if defined(_HEIGHT_BASED_BLEND) float baseLayerHeight = height0; baseLayerHeight = ApplyHeightBasedBlend(maskValues.r, baseLayerHeight, height1, _HeightOffset1, _HeightFactor1, _BlendSize1, input.vertexColor.r); baseLayerHeight = ApplyHeightBasedBlend(maskValues.g, baseLayerHeight, height2, _HeightOffset2 + _HeightOffset1, _HeightFactor2, _BlendSize2, input.vertexColor.g); ApplyHeightBasedBlend(maskValues.b, baseLayerHeight, height3, _HeightOffset3 + _HeightOffset2 + _HeightOffset1, _HeightFactor3, _BlendSize3, input.vertexColor.b); #endif float weights[_MAX_LAYER]; ComputeMaskWeights(maskValues, weights); surfaceData.baseColor = SURFACEDATA_BLEND_COLOR(surfaceData, baseColor, weights); surfaceData.specularOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, specularOcclusion, weights); // Note: for normal map (in tangent space) it is possible to have better performance // by blending in tangent space then transform to world and apply flip. // Sadly this require a specific path (without taking into account that there is detail normal map) // mean it add an extra cost of maintenance. We chose to not do this optimization in favor // of simpler code and in the future will rely on shader graph to create optimize code. surfaceData.normalWS = SURFACEDATA_BLEND_NORMAL(surfaceData, normalWS, weights); surfaceData.perceptualSmoothness = SURFACEDATA_BLEND_SCALAR(surfaceData, perceptualSmoothness, weights); surfaceData.ambientOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, ambientOcclusion, weights); surfaceData.metallic = SURFACEDATA_BLEND_SCALAR(surfaceData, metallic, weights); // Init other unused parameter surfaceData.materialId = 0; surfaceData.tangentWS = input.tangentToWorld[0].xyz; surfaceData.anisotropy = 0; surfaceData.specular = 0.04; surfaceData.subSurfaceRadius = 1.0; surfaceData.thickness = 0.0; surfaceData.subSurfaceProfile = 0; surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0); surfaceData.coatPerceptualSmoothness = 1.0; surfaceData.specularColor = float3(0.0, 0.0, 0.0); float alpha = PROP_BLEND_SCALAR(alpha, weights); GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData); } #endif // #ifndef LAYERED_LIT_SHADER