//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Packing.hlsl" #include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl" void GetSurfaceData(float2 texCoordDS, float4x4 decalToWorld, out DecalSurfaceData surfaceData) { surfaceData.baseColor = float4(0,0,0,0); surfaceData.normalWS = float4(0,0,0,0); surfaceData.mask = float4(0,0,0,0); surfaceData.HTileMask = 0; float totalBlend = clamp(decalToWorld[0][3], 0.0f, 1.0f); #if _COLORMAP surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy); surfaceData.baseColor.w *= totalBlend; surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE; #endif #if _NORMALMAP surfaceData.normalWS.xyz = mul((float3x3)decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoordDS))) * 0.5f + 0.5f; surfaceData.normalWS.w = totalBlend; surfaceData.HTileMask |= DBUFFERHTILEBIT_NORMAL; #endif #if _MASKMAP surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoordDS.xy); surfaceData.mask.z = surfaceData.mask.w; surfaceData.mask.w = totalBlend; surfaceData.HTileMask |= DBUFFERHTILEBIT_MASK; #endif }