//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Packing.hlsl" #include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl" void GetSurfaceData(float2 texCoordDS, out DecalSurfaceData surfaceData) { surfaceData.baseColor = float4(0,0,0,0); surfaceData.normalWS = float4(0,0,0,0); surfaceData.mask = float4(0,0,0,0); float totalBlend = _DecalBlend; #if _COLORMAP surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy); surfaceData.baseColor.w *= totalBlend; #endif UVMapping texCoord; ZERO_INITIALIZE(UVMapping, texCoord); texCoord.uv = texCoordDS.xy; #if _NORMALMAP surfaceData.normalWS.xyz = mul((float3x3)_DecalToWorldR, SAMPLE_UVMAPPING_NORMALMAP(_NormalMap, sampler_NormalMap, texCoord, 1)) * 0.5f + 0.5f; surfaceData.normalWS.w = totalBlend; #endif #if _MASKMAP surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoordDS.xy); surfaceData.mask.z = totalBlend; #endif }