void ADD_IDX(ComputeLayerTexCoord)( // Uv related parameters float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetails, // scale and bias for base and detail + global tiling factor (for layered lit only) float2 texScale, float2 texBias, float2 texScaleDetails, float2 texBiasDetails, float additionalTiling, float linkDetailsWithBase, // parameter for planar/triplanar float3 positionWS, float worldScale, // mapping type and output int mappingType, inout LayerTexCoord layerTexCoord) { // Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1) float2 uvBase = uvMappingMask.x * texCoord0 + uvMappingMask.y * texCoord1 + uvMappingMask.z * texCoord2 + uvMappingMask.w * texCoord3; // Only used with layered, allow to have additional tiling uvBase *= additionalTiling.xx; float2 uvDetails = uvMappingMaskDetails.x * texCoord0 + uvMappingMaskDetails.y * texCoord1 + uvMappingMaskDetails.z * texCoord2 + uvMappingMaskDetails.w * texCoord3; uvDetails *= additionalTiling.xx; // If base is planar/triplanar then detail map is forced to be planar/triplanar ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType; ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS; // Copy data for the uvmapping ADD_IDX(layerTexCoord.details).triplanarWeights = ADD_IDX(layerTexCoord.base).triplanarWeights = layerTexCoord.triplanarWeights; // TODO: Currently we only handle world planar/triplanar but we may want local planar/triplanar. // In this case both position and normal need to be convert to object space. // planar/triplanar float2 uvXZ; float2 uvXY; float2 uvZY; GetTriplanarCoordinate(GetAbsolutePositionWS(positionWS) * worldScale, uvXZ, uvXY, uvZY); // Planar is just XZ of triplanar if (mappingType == UV_MAPPING_PLANAR) { uvBase = uvDetails = uvXZ; } // Apply tiling options ADD_IDX(layerTexCoord.base).uv = uvBase * texScale + texBias; // Detail map tiling option inherit from the tiling of the base ADD_IDX(layerTexCoord.details).uv = uvDetails * texScaleDetails + texBiasDetails; if (linkDetailsWithBase > 0.0) { ADD_IDX(layerTexCoord.details).uv = ADD_IDX(layerTexCoord.details).uv * texScale + texBias; } ADD_IDX(layerTexCoord.base).uvXZ = uvXZ * texScale + texBias; ADD_IDX(layerTexCoord.base).uvXY = uvXY * texScale + texBias; ADD_IDX(layerTexCoord.base).uvZY = uvZY * texScale + texBias; ADD_IDX(layerTexCoord.details).uvXZ = uvXZ * texScaleDetails + texBiasDetails; ADD_IDX(layerTexCoord.details).uvXY = uvXY * texScaleDetails + texBiasDetails; ADD_IDX(layerTexCoord.details).uvZY = uvZY * texScaleDetails + texBiasDetails; if (linkDetailsWithBase > 0.0) { ADD_IDX(layerTexCoord.details).uvXZ = ADD_IDX(layerTexCoord.details).uvXZ * texScale + texBias; ADD_IDX(layerTexCoord.details).uvXY = ADD_IDX(layerTexCoord.details).uvXY * texScale + texBias; ADD_IDX(layerTexCoord.details).uvZY = ADD_IDX(layerTexCoord.details).uvZY * texScale + texBias; } #ifdef SURFACE_GRADIENT // This part is only relevant for normal mapping with UV_MAPPING_UVSET // Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context ADD_IDX(layerTexCoord.base).tangentWS = uvMappingMask.x * layerTexCoord.vertexTangentWS0 + uvMappingMask.y * layerTexCoord.vertexTangentWS1 + uvMappingMask.z * layerTexCoord.vertexTangentWS2 + uvMappingMask.w * layerTexCoord.vertexTangentWS3; ADD_IDX(layerTexCoord.base).bitangentWS = uvMappingMask.x * layerTexCoord.vertexBitangentWS0 + uvMappingMask.y * layerTexCoord.vertexBitangentWS1 + uvMappingMask.z * layerTexCoord.vertexBitangentWS2 + uvMappingMask.w * layerTexCoord.vertexBitangentWS3; ADD_IDX(layerTexCoord.details).tangentWS = uvMappingMaskDetails.x * layerTexCoord.vertexTangentWS0 + uvMappingMaskDetails.y * layerTexCoord.vertexTangentWS1 + uvMappingMaskDetails.z * layerTexCoord.vertexTangentWS2 + uvMappingMaskDetails.w * layerTexCoord.vertexTangentWS3; ADD_IDX(layerTexCoord.details).bitangentWS = uvMappingMaskDetails.x * layerTexCoord.vertexBitangentWS0 + uvMappingMaskDetails.y * layerTexCoord.vertexBitangentWS1 + uvMappingMaskDetails.z * layerTexCoord.vertexBitangentWS2 + uvMappingMaskDetails.w * layerTexCoord.vertexBitangentWS3; #endif } // Caution: Duplicate from GetBentNormalTS - keep in sync! float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask) { float3 normalTS; #ifdef _NORMALMAP_IDX #ifdef _NORMALMAP_TANGENT_SPACE_IDX normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale)); #else // Object space // We forbid scale in case of object space as it make no sense // To be able to combine object space normal with detail map then later we will re-transform it to world space. // Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function #ifdef SURFACE_GRADIENT // /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0; // no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS)); #else float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0); normalTS = TransformObjectToTangent(normalOS, input.worldToTangent); #endif #endif #ifdef _DETAIL_MAP_IDX #ifdef SURFACE_GRADIENT normalTS += detailNormalTS * detailMask; #else normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); #endif #endif #else #ifdef SURFACE_GRADIENT normalTS = float3(0.0, 0.0, 0.0); // No gradient #else normalTS = float3(0.0, 0.0, 1.0); #endif #endif return normalTS; } // Caution: Duplicate from GetNormalTS - keep in sync! float3 ADD_IDX(GetBentNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 normalTS, float3 detailNormalTS, float detailMask) { float3 bentNormalTS; #ifdef _BENTNORMALMAP_IDX #ifdef _NORMALMAP_TANGENT_SPACE_IDX bentNormalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_BentNormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale)); #else // Object space // We forbid scale in case of object space as it make no sense // To be able to combine object space normal with detail map then later we will re-transform it to world space. // Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function #ifdef SURFACE_GRADIENT // /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_BentNormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0; // no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal bentNormalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS)); #else float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_BentNormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0); bentNormalTS = TransformObjectToTangent(normalOS, input.worldToTangent); #endif #endif #ifdef _DETAIL_MAP_IDX #ifdef SURFACE_GRADIENT bentNormalTS += detailNormalTS * detailMask; #else bentNormalTS = lerp(bentNormalTS, BlendNormalRNM(bentNormalTS, detailNormalTS), detailMask); #endif #endif #else // If there is no bent normal map provided, fallback on regular normal map bentNormalTS = normalTS; #endif return bentNormalTS; } // Return opacity float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS, out float3 bentNormalTS) { float alpha = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a; // Perform alha test very early to save performance (a killed pixel will not sample textures) #if defined(_ALPHATEST_ON) && !defined(LAYERED_LIT_SHADER) float alphaCutoff = _AlphaCutoff; #ifdef CUTOFF_TRANSPARENT_DEPTH_PREPASS alphaCutoff = _AlphaCutoffPrepass; #elif defined(CUTOFF_TRANSPARENT_DEPTH_POSTPASS) alphaCutoff = _AlphaCutoffPostpass; #endif DoAlphaTest(alpha, alphaCutoff); #endif float3 detailNormalTS = float3(0.0, 0.0, 0.0); float detailMask = 0.0; #ifdef _DETAIL_MAP_IDX detailMask = 1.0; #ifdef _MASKMAP_IDX detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b; #endif float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb; float detailAlbedo = detailAlbedoAndSmoothness.r; float detailSmoothness = detailAlbedoAndSmoothness.g; // Resample the detail map but this time for the normal map. This call should be optimize by the compiler // We split both call due to trilinear mapping detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale)); #endif surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb; #ifdef _DETAIL_MAP_IDX // Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) float3 baseColorOverlay = (detailAlbedo < 0.5) ? surfaceData.baseColor * PositivePow(2.0 * detailAlbedo, ADD_IDX(_DetailAlbedoScale)) : 1.0 - (1.0 - surfaceData.baseColor) * PositivePow(2.0 * (1.0 - detailAlbedo), ADD_IDX(_DetailAlbedoScale)); // Lerp with details mask surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask); #endif surfaceData.specularOcclusion = 1.0; // Will be setup outside of this function surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this to keep quiet the compiler, but this is overriden later (0, 0, 0) so if we forget to override the compiler may comply. normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask); bentNormalTS = ADD_IDX(GetBentNormalTS)(input, layerTexCoord, normalTS, detailNormalTS, detailMask); #if defined(_MASKMAP_IDX) surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a; surfaceData.perceptualSmoothness = lerp(ADD_IDX(_SmoothnessRemapMin), ADD_IDX(_SmoothnessRemapMax), surfaceData.perceptualSmoothness); #else surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness); #endif #ifdef _DETAIL_MAP_IDX // Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend))) float smoothnessOverlay = (detailSmoothness < 0.5) ? surfaceData.perceptualSmoothness * PositivePow(2.0 * detailSmoothness, ADD_IDX(_DetailSmoothnessScale)) : 1.0 - (1.0 - surfaceData.perceptualSmoothness) * PositivePow(2.0 * (1.0 - detailSmoothness), ADD_IDX(_DetailSmoothnessScale)); // Lerp with details mask surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask); #endif // MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness #ifdef _MASKMAP_IDX surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r; surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g; surfaceData.ambientOcclusion = lerp(ADD_IDX(_AORemapMin), ADD_IDX(_AORemapMax), surfaceData.ambientOcclusion); #else surfaceData.metallic = 1.0; surfaceData.ambientOcclusion = 1.0; #endif surfaceData.metallic *= ADD_IDX(_Metallic); surfaceData.subsurfaceProfile = ADD_IDX(_SubsurfaceProfile); surfaceData.subsurfaceRadius = ADD_IDX(_SubsurfaceRadius); #ifdef _SUBSURFACE_RADIUS_MAP_IDX surfaceData.subsurfaceRadius *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceRadiusMap), SAMPLER_SUBSURFACE_RADIUSMAP_IDX, ADD_IDX(layerTexCoord.base)).r; #endif #ifdef _THICKNESSMAP_IDX surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r; surfaceData.thickness = ADD_IDX(_ThicknessRemap).x + ADD_IDX(_ThicknessRemap).y * surfaceData.thickness; #else surfaceData.thickness = ADD_IDX(_Thickness); #endif // This part of the code is not used in case of layered shader but we keep the same macro system for simplicity #if !defined(LAYERED_LIT_SHADER) // Having individual shader features for each materialID like this allow the compiler to optimize #ifdef _MATID_SSS surfaceData.materialId = MATERIALID_LIT_SSS; #elif defined(_MATID_ANISO) surfaceData.materialId = MATERIALID_LIT_ANISO; #elif defined(_MATID_SPECULAR) surfaceData.materialId = MATERIALID_LIT_SPECULAR; #elif defined(_MATID_CLEARCOAT) surfaceData.materialId = MATERIALID_LIT_CLEAR_COAT; #else // Default surfaceData.materialId = MATERIALID_LIT_STANDARD; #endif #ifdef _TANGENTMAP #ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space float3 tangentTS = SAMPLE_UVMAPPING_NORMALMAP(_TangentMap, sampler_TangentMap, layerTexCoord.base, 1.0); surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.worldToTangent); #else // Object space // Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0); surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS); #endif #else surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT #endif #ifdef _ANISOTROPYMAP surfaceData.anisotropy = SAMPLE_UVMAPPING_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, layerTexCoord.base).r; #else surfaceData.anisotropy = 1.0; #endif surfaceData.anisotropy *= ADD_IDX(_Anisotropy); surfaceData.specularColor = _SpecularColor.rgb; #ifdef _SPECULARCOLORMAP surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb; #endif #if HAS_REFRACTION surfaceData.ior = _IOR; surfaceData.transmittanceColor = _TransmittanceColor; #ifdef _TRANSMITTANCECOLORMAP surfaceData.transmittanceColor *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_TransmittanceColorMap), ADD_ZERO_IDX(sampler_TransmittanceColorMap), ADD_IDX(layerTexCoord.base)).rgb; #endif surfaceData.atDistance = _ATDistance; // Thickness already defined with SSS (from both thickness and thicknessMap) surfaceData.thickness *= _ThicknessMultiplier; // Rough refraction don't use opacity. Instead we use opacity as a transmittance mask. surfaceData.transmittanceMask = 1.0 - alpha; alpha = 1.0; #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif surfaceData.coatMask = _CoatMask; #else // #if !defined(LAYERED_LIT_SHADER) // Mandatory to setup value to keep compiler quiet // Layered shader only supports the standard material surfaceData.materialId = MATERIALID_LIT_STANDARD; // All these parameters are ignore as they are re-setup outside of the layers function // Note: any parameters set here must also be set in GetSurfaceAndBuiltinData() layer version surfaceData.tangentWS = float3(0.0, 0.0, 0.0); surfaceData.anisotropy = 0.0; surfaceData.specularColor = float3(0.0, 0.0, 0.0); surfaceData.coatMask = 0.0f; // Transparency surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; #endif // #if !defined(LAYERED_LIT_SHADER) return alpha; }