// =========================================================================== // WARNING: // On PS4, texture/sampler declarations need to be outside of CBuffers // Otherwise those parameters are not bound correctly at runtime. // =========================================================================== TEXTURE2D(_DistortionVectorMap); SAMPLER(sampler_DistortionVectorMap); TEXTURE2D(_EmissiveColorMap); SAMPLER(sampler_EmissiveColorMap); #ifndef LAYERED_LIT_SHADER TEXTURE2D(_DiffuseLightingMap); SAMPLER(sampler_DiffuseLightingMap); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap); TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map SAMPLER(sampler_BentNormalMap); TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); TEXTURE2D(_NormalMapOS); SAMPLER(sampler_NormalMapOS); TEXTURE2D(_DetailMap); SAMPLER(sampler_DetailMap); TEXTURE2D(_HeightMap); SAMPLER(sampler_HeightMap); TEXTURE2D(_TangentMap); SAMPLER(sampler_TangentMap); TEXTURE2D(_TangentMapOS); SAMPLER(sampler_TangentMapOS); TEXTURE2D(_AnisotropyMap); SAMPLER(sampler_AnisotropyMap); TEXTURE2D(_SubsurfaceMaskMap); SAMPLER(sampler_SubsurfaceMaskMap); TEXTURE2D(_ThicknessMap); SAMPLER(sampler_ThicknessMap); TEXTURE2D(_IridescenceThicknessMap); SAMPLER(sampler_IridescenceThicknessMap); TEXTURE2D(_IridescenceMaskMap); SAMPLER(sampler_IridescenceMaskMap); TEXTURE2D(_SpecularColorMap); SAMPLER(sampler_SpecularColorMap); TEXTURE2D(_TransmittanceColorMap); SAMPLER(sampler_TransmittanceColorMap); TEXTURE2D(_CoatMaskMap); SAMPLER(sampler_CoatMaskMap); #else // Set of users variables #define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 // sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one // mean we must declare all sampler #define PROP_DECL_TEX2D(name)\ TEXTURE2D(MERGE_NAME(name, 0)); \ SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ TEXTURE2D(MERGE_NAME(name, 1)); \ SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ TEXTURE2D(MERGE_NAME(name, 2)); \ SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ TEXTURE2D(MERGE_NAME(name, 3)); \ SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) PROP_DECL_TEX2D(_BaseColorMap); PROP_DECL_TEX2D(_MaskMap); PROP_DECL_TEX2D(_BentNormalMap); PROP_DECL_TEX2D(_NormalMap); PROP_DECL_TEX2D(_NormalMapOS); PROP_DECL_TEX2D(_DetailMap); PROP_DECL_TEX2D(_HeightMap); PROP_DECL_TEX2D(_SubsurfaceMaskMap); PROP_DECL_TEX2D(_ThicknessMap); TEXTURE2D(_LayerMaskMap); SAMPLER(sampler_LayerMaskMap); TEXTURE2D(_LayerInfluenceMaskMap); SAMPLER(sampler_LayerInfluenceMaskMap); #endif CBUFFER_START(UnityPerMaterial) // shared constant between lit and layered lit float _AlphaCutoff; float _AlphaCutoffPrepass; float _AlphaCutoffPostpass; float4 _DoubleSidedConstants; float _DistortionScale; float _DistortionVectorScale; float _DistortionVectorBias; float _DistortionBlurScale; float _DistortionBlurRemapMin; float _DistortionBlurRemapMax; float _PPDMaxSamples; float _PPDMinSamples; float _PPDLodThreshold; float3 _EmissiveColor; float _EmissiveIntensity; float _AlbedoAffectEmissive; float _EnableSpecularOcclusion; // Transparency float3 _TransmittanceColor; float _Ior; float _ATDistance; float _ThicknessMultiplier; // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the beahvior for GI float3 _EmissionColor; float4 _EmissiveColorMap_ST; float _TexWorldScaleEmissive; float4 _UVMappingMaskEmissive; float4 _InvPrimScale; // Only XY are used // Wind float _InitialBend; float _Stiffness; float _Drag; float _ShiverDrag; float _ShiverDirectionality; // Specular AA float _EnableGeometricSpecularAA; float _SpecularAAScreenSpaceVariance; float _SpecularAAThreshold; #ifndef LAYERED_LIT_SHADER // Set of users variables float4 _BaseColor; float4 _BaseColorMap_ST; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_MipInfo; float _Metallic; float _Smoothness; float _SmoothnessRemapMin; float _SmoothnessRemapMax; float _AORemapMin; float _AORemapMax; float _NormalScale; float4 _DetailMap_ST; float _DetailAlbedoScale; float _DetailNormalScale; float _DetailSmoothnessScale; float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader float _HeightAmplitude; float _HeightCenter; float _Anisotropy; int _DiffusionProfile; float _SubsurfaceMask; float _Thickness; float4 _ThicknessRemap; float _IridescenceThickness; float4 _IridescenceThicknessRemap; float _IridescenceMask; float _CoatMask; float4 _SpecularColor; float _EnergyConservingSpecularColor; float _TexWorldScale; float _InvTilingScale; float4 _UVMappingMask; float4 _UVDetailsMappingMask; float _LinkDetailsWithBase; #else // LAYERED_LIT_SHADER // Set of users variables PROP_DECL(float4, _BaseColor); float4 _BaseColorMap0_ST; float4 _BaseColorMap1_ST; float4 _BaseColorMap2_ST; float4 _BaseColorMap3_ST; float4 _BaseColorMap0_TexelSize; float4 _BaseColorMap0_MipInfo; PROP_DECL(float, _Metallic); PROP_DECL(float, _Smoothness); PROP_DECL(float, _SmoothnessRemapMin); PROP_DECL(float, _SmoothnessRemapMax); PROP_DECL(float, _AORemapMin); PROP_DECL(float, _AORemapMax); PROP_DECL(float, _NormalScale); float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader float4 _HeightMap0_TexelSize; float4 _HeightMap1_TexelSize; float4 _HeightMap2_TexelSize; float4 _HeightMap3_TexelSize; float4 _DetailMap0_ST; float4 _DetailMap1_ST; float4 _DetailMap2_ST; float4 _DetailMap3_ST; PROP_DECL(float, _UVDetail); PROP_DECL(float, _DetailAlbedoScale); PROP_DECL(float, _DetailNormalScale); PROP_DECL(float, _DetailSmoothnessScale); PROP_DECL(float, _HeightAmplitude); PROP_DECL(float, _HeightCenter); PROP_DECL(int, _DiffusionProfile); PROP_DECL(float, _SubsurfaceMask); PROP_DECL(float, _Thickness); PROP_DECL(float4, _ThicknessRemap); PROP_DECL(float, _OpacityAsDensity); float _InheritBaseNormal1; float _InheritBaseNormal2; float _InheritBaseNormal3; float _InheritBaseHeight1; float _InheritBaseHeight2; float _InheritBaseHeight3; float _InheritBaseColor1; float _InheritBaseColor2; float _InheritBaseColor3; PROP_DECL(float, _HeightOffset); float _HeightTransition; float4 _LayerMaskMap_ST; float _TexWorldScaleBlendMask; PROP_DECL(float, _TexWorldScale); PROP_DECL(float, _InvTilingScale); float4 _UVMappingMaskBlendMask; PROP_DECL(float4, _UVMappingMask); PROP_DECL(float4, _UVDetailsMappingMask); PROP_DECL(float, _LinkDetailsWithBase); #endif // LAYERED_LIT_SHADER // Tessellation specific #ifdef TESSELLATION_ON float _TessellationFactor; float _TessellationFactorMinDistance; float _TessellationFactorMaxDistance; float _TessellationFactorTriangleSize; float _TessellationShapeFactor; float _TessellationBackFaceCullEpsilon; float _TessellationObjectScale; float _TessellationTilingScale; #endif // Following two variables are feeded by the C++ Editor for Scene selection int _ObjectId; int _PassValue; CBUFFER_END