//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl" #include "../MaterialUtilities.hlsl" //----------------------------------------------------------------------------- // Texture Mapping //----------------------------------------------------------------------------- #define TEXCOORD_INDEX_UV0 (0) #define TEXCOORD_INDEX_UV1 (1) #define TEXCOORD_INDEX_UV2 (2) #define TEXCOORD_INDEX_UV3 (3) #define TEXCOORD_INDEX_PLANAR_XY (4) #define TEXCOORD_INDEX_PLANAR_YZ (5) #define TEXCOORD_INDEX_PLANAR_ZX (6) #define TEXCOORD_INDEX_TRIPLANAR (7) #define TEXCOORD_INDEX_COUNT (TEXCOORD_INDEX_TRIPLANAR) // Triplanar is not consider as having mapping struct TextureUVMapping { float2 texcoords[TEXCOORD_INDEX_COUNT][2]; #ifdef _USE_TRIPLANAR float3 triplanarWeights[2]; #endif float3 vertexNormalWS; float3 vertexTangentWS[4]; float3 vertexBitangentWS[4]; }; void InitializeMappingData(FragInputs input, out TextureUVMapping uvMapping) { float3 position = GetAbsolutePositionWS(input.positionWS); float2 uvXZ; float2 uvXY; float2 uvZY; // Build the texcoords array. uvMapping.texcoords[TEXCOORD_INDEX_UV0][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV0][1] = input.texCoord0.xy; uvMapping.texcoords[TEXCOORD_INDEX_UV1][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV1][1] = input.texCoord1.xy; uvMapping.texcoords[TEXCOORD_INDEX_UV2][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV2][1] = input.texCoord2.xy; uvMapping.texcoords[TEXCOORD_INDEX_UV3][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV3][1] = input.texCoord3.xy; // planar/triplanar GetTriplanarCoordinate(position, uvXZ, uvXY, uvZY); uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_XY][0] = uvXY; uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_YZ][0] = uvZY; uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_ZX][0] = uvXZ; // If we use local planar mapping, convert to local space position = TransformWorldToObject(position); GetTriplanarCoordinate(position, uvXZ, uvXY, uvZY); uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_XY][1] = uvXY; uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_YZ][1] = uvZY; uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_ZX][1] = uvXZ; #ifdef _USE_TRIPLANAR float3 vertexNormal = input.worldToTangent[2].xyz; uvMapping.triplanarWeights[0] = ComputeTriplanarWeights(vertexNormal); // If we use local planar mapping, convert to local space vertexNormal = TransformWorldToObjectDir(vertexNormal); uvMapping.triplanarWeights[1] = ComputeTriplanarWeights(vertexNormal); #endif // Normal mapping with surface gradient float3 vertexNormalWS = input.worldToTangent[2]; uvMapping.vertexNormalWS = vertexNormalWS; uvMapping.vertexTangentWS[0] = input.worldToTangent[0]; uvMapping.vertexBitangentWS[0] = input.worldToTangent[1]; float3 dPdx = ddx_fine(input.positionWS); float3 dPdy = ddy_fine(input.positionWS); float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS; float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS; //float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0; float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, uvMapping.vertexTangentWS[1], uvMapping.vertexBitangentWS[1]); SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, uvMapping.vertexTangentWS[2], uvMapping.vertexBitangentWS[2]); SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, uvMapping.vertexTangentWS[3], uvMapping.vertexBitangentWS[3]); } float4 SampleTexture2DScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, TextureUVMapping uvMapping) { return SAMPLE_TEXTURE2D(textureName, samplerName, (uvMapping.texcoords[textureNameUV][textureNameUVLocal] * textureNameST.xy + textureNameST.zw)); } // If we use triplanar on any of the properties, then we enable the triplanar path float4 SampleTexture2DTriplanarScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, TextureUVMapping uvMapping) { #ifdef _USE_TRIPLANAR if (textureNameUV == TEXCOORD_INDEX_TRIPLANAR) { float4 val = float4(0.0, 0.0, 0.0, 0.0); if (uvMapping.triplanarWeights[textureNameUVLocal].x > 0.0) val += uvMapping.triplanarWeights[textureNameUVLocal].x * SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_YZ, textureNameUVLocal, textureNameST, uvMapping); if (uvMapping.triplanarWeights[textureNameUVLocal].y > 0.0) val += uvMapping.triplanarWeights[textureNameUVLocal].y * SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_ZX, textureNameUVLocal, textureNameST, uvMapping); if (uvMapping.triplanarWeights[textureNameUVLocal].z > 0.0) val += uvMapping.triplanarWeights[textureNameUVLocal].z * SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_XY, textureNameUVLocal, textureNameST, uvMapping); return val; } else { #endif // _USE_TRIPLANAR return SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping); #ifdef _USE_TRIPLANAR } #endif } float4 SampleTexture2DTriplanarNormalScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, float textureNameObjSpace, TextureUVMapping uvMapping, float scale) { if (textureNameObjSpace) { // TODO: obj triplanar (need to do * 2 - 1 before blending) // We forbid scale in case of object space as it make no sense // Decompress normal ourselve float4 packedNormal = SampleTexture2DTriplanarScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping); float3 normalOS = packedNormal.xyz * 2.0 - 1.0; float averageNormalLength = packedNormal.w; // If we used a object space normal map that store average normal, the formap is RGB (normal xyz) and A (average normal length) // no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal return float4(SurfaceGradientFromPerturbedNormal(uvMapping.vertexNormalWS, TransformObjectToWorldDir(normalOS)), averageNormalLength); } else { #ifdef _USE_TRIPLANAR if (textureNameUV == TEXCOORD_INDEX_TRIPLANAR) { float2 derivXplane; float2 derivYPlane; float2 derivZPlane; derivXplane = derivYPlane = derivZPlane = float2(0.0, 0.0); float averageNormalLength = 0.0; if (uvMapping.triplanarWeights[textureNameUVLocal].x > 0.0) { float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_YZ, textureNameUVLocal, textureNameST, uvMapping); averageNormalLength += uvMapping.triplanarWeights[textureNameUVLocal].x * packedNormal.z; derivXplane = uvMapping.triplanarWeights[textureNameUVLocal].x * UnpackDerivativeNormalRGorAG(packedNormal, scale); } if (uvMapping.triplanarWeights[textureNameUVLocal].y > 0.0) { float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_ZX, textureNameUVLocal, textureNameST, uvMapping); averageNormalLength += uvMapping.triplanarWeights[textureNameUVLocal].y * packedNormal.z; derivYPlane = uvMapping.triplanarWeights[textureNameUVLocal].y * UnpackDerivativeNormalRGorAG(packedNormal, scale); } if (uvMapping.triplanarWeights[textureNameUVLocal].z > 0.0) { float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_XY, textureNameUVLocal, textureNameST, uvMapping); averageNormalLength += uvMapping.triplanarWeights[textureNameUVLocal].z * packedNormal.z; derivZPlane = uvMapping.triplanarWeights[textureNameUVLocal].z * UnpackDerivativeNormalRGorAG(packedNormal, scale); } // Assume derivXplane, derivYPlane and derivZPlane sampled using (z,y), (z,x) and (x,y) respectively. float3 volumeGrad = float3(derivZPlane.x + derivYPlane.y, derivZPlane.y + derivXplane.y, derivXplane.x + derivYPlane.x); return float4(SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad), averageNormalLength); } #endif float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping); float averageNormalLength = packedNormal.z; // If we used a tangent space normal map that store average normal, the formap is RG (normal xy) and B (average normal length) float2 deriv = UnpackDerivativeNormalRGorAG(packedNormal, scale); if (textureNameUV <= TEXCOORD_INDEX_UV3) { return float4(SurfaceGradientFromTBN(deriv, uvMapping.vertexTangentWS[textureNameUV], uvMapping.vertexBitangentWS[textureNameUV]), averageNormalLength); } else { float3 volumeGrad; if (textureNameUV == TEXCOORD_INDEX_PLANAR_YZ) volumeGrad = float3(0.0, deriv.y, deriv.x); else if (textureNameUV == TEXCOORD_INDEX_PLANAR_ZX) volumeGrad = float3(deriv.y, 0.0, deriv.x); else if (textureNameUV == TEXCOORD_INDEX_PLANAR_XY) volumeGrad = float3(deriv.x, deriv.y, 0.0); return float4(SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad), averageNormalLength); } } } #define SAMPLE_TEXTURE2D_SCALE_BIAS(name) SampleTexture2DTriplanarScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, uvMapping) #define SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(name, scale) SampleTexture2DTriplanarNormalScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, name##ObjSpace, uvMapping, scale) //----------------------------------------------------------------------------- // GetSurfaceAndBuiltinData //----------------------------------------------------------------------------- // // cf with // LitData.hlsl:GetSurfaceAndBuiltinData() // LitDataIndividualLayer.hlsl:GetSurfaceData( ) // LitBuiltinData.hlsl:GetBuiltinData() // // Here we can combine them // void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal. TextureUVMapping uvMapping; InitializeMappingData(input, uvMapping); // ------------------------------------------------------------- // Surface Data // ------------------------------------------------------------- float alpha = SAMPLE_TEXTURE2D_SCALE_BIAS(_BaseColorMap).a * _BaseColor.a; #ifdef _ALPHATEST_ON //NEWLITTODO: Once we include those passes in the main StackLit.shader, add handling of CUTOFF_TRANSPARENT_DEPTH_PREPASS and _POSTPASS // and the related properties (in the .shader) and uniforms (in the StackLitProperties file) _AlphaCutoffPrepass, _AlphaCutoffPostpass DoAlphaTest(alpha, _AlphaCutoff); #endif // Standard surfaceData.baseColor = SAMPLE_TEXTURE2D_SCALE_BIAS(_BaseColorMap).rgb * _BaseColor.rgb; float4 gradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_NormalMap, _NormalScale); //TODO: bentNormalTS surfaceData.perceptualSmoothnessA = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SmoothnessAMap), _SmoothnessAMapChannelMask); surfaceData.perceptualSmoothnessA = lerp(_SmoothnessARange.x, _SmoothnessARange.y, surfaceData.perceptualSmoothnessA); surfaceData.perceptualSmoothnessA = lerp(_SmoothnessA, surfaceData.perceptualSmoothnessA, _SmoothnessAUseMap); surfaceData.metallic = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_MetallicMap), _MetallicMapChannelMask); surfaceData.metallic = lerp(_MetallicRange.x, _MetallicRange.y, surfaceData.metallic); surfaceData.metallic = lerp(_Metallic, surfaceData.metallic, _MetallicUseMap); surfaceData.dielectricIor = _DielectricIor; surfaceData.ambientOcclusion = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_AmbientOcclusionMap), _AmbientOcclusionMapChannelMask); surfaceData.ambientOcclusion = lerp(_AmbientOcclusionRange.x, _AmbientOcclusionRange.y, surfaceData.ambientOcclusion); surfaceData.ambientOcclusion = lerp(_AmbientOcclusion, surfaceData.ambientOcclusion, _AmbientOcclusionUseMap); // These static material feature allow compile time optimization surfaceData.materialFeatures = MATERIALFEATUREFLAGS_STACK_LIT_STANDARD; // Feature dependent data #ifdef _MATERIAL_FEATURE_DUAL_SPECULAR_LOBE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_DUAL_SPECULAR_LOBE; surfaceData.lobeMix = _LobeMix; surfaceData.perceptualSmoothnessB = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SmoothnessBMap), _SmoothnessBMapChannelMask); surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBRange.x, _SmoothnessBRange.y, surfaceData.perceptualSmoothnessB); surfaceData.perceptualSmoothnessB = lerp(_SmoothnessB, surfaceData.perceptualSmoothnessB, _SmoothnessBUseMap); #else surfaceData.lobeMix = 0.0; surfaceData.perceptualSmoothnessB = 1.0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_ANISOTROPY; // TODO: manage anistropy map //surfaceData.anisotropy = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_AnistropyMap), _AnistropyMapChannelMask); //surfaceData.anisotropy = lerp(_AnistropyRange.x, _AnistropyRange.y, surfaceData.anisotropy); surfaceData.anisotropy = _Anisotropy; // In all cases we must multiply anisotropy with the map #else surfaceData.anisotropy = 0.0; #endif 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 float4 coatGradient = float4(0.0, 0.0, 0.0, 1.0f); #ifdef _MATERIAL_FEATURE_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT; surfaceData.coatPerceptualSmoothness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_CoatSmoothnessMap), _CoatSmoothnessMapChannelMask); surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothnessRange.x, _CoatSmoothnessRange.y, surfaceData.coatPerceptualSmoothness); surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothness, surfaceData.coatPerceptualSmoothness, _CoatSmoothnessUseMap); surfaceData.coatIor = _CoatIor; surfaceData.coatThickness = _CoatThickness; surfaceData.coatExtinction = _CoatExtinction; // in thickness^-1 units #ifdef _MATERIAL_FEATURE_COAT_NORMALMAP surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT_NORMAL_MAP; coatGradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_CoatNormalMap, _CoatNormalScale); #endif #else surfaceData.coatPerceptualSmoothness = 0.0; surfaceData.coatIor = 1.0001; surfaceData.coatThickness = 0.0; surfaceData.coatExtinction = float3(1.0, 1.0, 1.0); #endif // _MATERIAL_FEATURE_COAT #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_IRIDESCENCE; surfaceData.iridescenceIor = _IridescenceIor; surfaceData.iridescenceThickness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_IridescenceThicknessMap), _IridescenceThicknessMapChannelMask); surfaceData.iridescenceThickness = lerp(_IridescenceThicknessRange.x, _IridescenceThicknessRange.y, surfaceData.iridescenceThickness); surfaceData.iridescenceThickness = lerp(_IridescenceThickness, surfaceData.iridescenceThickness, _IridescenceThicknessUseMap); surfaceData.iridescenceMask = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_IridescenceMaskMap), _IridescenceMaskMapChannelMask); surfaceData.iridescenceMask = lerp(_IridescenceMaskRange.x, _IridescenceMaskRange.y, surfaceData.iridescenceMask); surfaceData.iridescenceMask = lerp(_IridescenceMask, surfaceData.iridescenceMask, _IridescenceMaskUseMap); #else surfaceData.iridescenceIor = 1.0; surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 0.0; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.diffusionProfile = _DiffusionProfile; #else surfaceData.diffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING; surfaceData.subsurfaceMask = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SubsurfaceMaskMap), _SubsurfaceMaskMapChannelMask); surfaceData.subsurfaceMask = lerp(_SubsurfaceMaskRange.x, _SubsurfaceMaskRange.y, surfaceData.subsurfaceMask); surfaceData.subsurfaceMask = lerp(_SubsurfaceMask, surfaceData.subsurfaceMask, _SubsurfaceMaskUseMap); #else surfaceData.subsurfaceMask = 0.0; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION; surfaceData.thickness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_ThicknessMap), _ThicknessMapChannelMask); surfaceData.thickness = lerp(_ThicknessRange.x, _ThicknessRange.y, surfaceData.thickness); surfaceData.thickness = lerp(_Thickness, surfaceData.thickness, _ThicknessUseMap); #else surfaceData.thickness = 1.0; #endif // ------------------------------------------------------------- // Surface Data Part 2 (outsite GetSurfaceData( ) in Lit shader): // ------------------------------------------------------------- surfaceData.geomNormalWS = input.worldToTangent[2]; // Convert back to world space normal surfaceData.normalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], gradient.xyz); surfaceData.coatNormalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], coatGradient.xyz); surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); if ((_GeometricNormalFilteringEnabled + _TextureNormalFilteringEnabled) > 0.0) { float geometricVariance = _GeometricNormalFilteringEnabled ? GeometricNormalVariance(input.worldToTangent[2], _SpecularAntiAliasingScreenSpaceVariance) : 0.0; // gradient.w is the average normal length float textureFilteringVariance = _TextureNormalFilteringEnabled ? TextureNormalVariance(gradient.w) : 0.0; float coatTextureFilteringVariance = _TextureNormalFilteringEnabled ? TextureNormalVariance(coatGradient.w) : 0.0; surfaceData.perceptualSmoothnessA = NormalFiltering(surfaceData.perceptualSmoothnessA, geometricVariance + textureFilteringVariance, _SpecularAntiAliasingThreshold); surfaceData.perceptualSmoothnessB = NormalFiltering(surfaceData.perceptualSmoothnessB, geometricVariance + textureFilteringVariance, _SpecularAntiAliasingThreshold); surfaceData.coatPerceptualSmoothness = NormalFiltering(surfaceData.coatPerceptualSmoothness, geometricVariance + coatTextureFilteringVariance, _SpecularAntiAliasingThreshold); } // TODO: decal etc. #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { if (_BaseColorMapUV != TEXCOORD_INDEX_TRIPLANAR) { surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, uvMapping.texcoords[_BaseColorMapUV][_BaseColorMapUVLocal], _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor); } else { surfaceData.baseColor = float3(0.0, 0.0, 0.0); } surfaceData.metallic = 0.0; } #endif // ------------------------------------------------------------- // Builtin Data: // ------------------------------------------------------------- // NEWLITTODO: for all BuiltinData, might need to just refactor and use a comon function like that // contained in LitBuiltinData.hlsl builtinData.opacity = alpha; builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2); // It is safe to call this function here as surfaceData have been filled // We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler. BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION)) { // For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap // however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume. // TODO: optimize more this code. // Add GI transmission contribution by resampling the GI for inverted vertex normal builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance; } builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); builtinData.emissiveColor *= SAMPLE_TEXTURE2D_SCALE_BIAS(_EmissiveColorMap).rgb; // TODO: builtinData.velocity = float2(0.0, 0.0); #ifdef SHADOWS_SHADOWMASK float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1); builtinData.shadowMask0 = shadowMask.x; builtinData.shadowMask1 = shadowMask.y; builtinData.shadowMask2 = shadowMask.z; builtinData.shadowMask3 = shadowMask.w; #else builtinData.shadowMask0 = 0.0; builtinData.shadowMask1 = 0.0; builtinData.shadowMask2 = 0.0; builtinData.shadowMask3 = 0.0; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY) float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb; distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx; builtinData.distortion = distortion.rg * _DistortionScale; builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin; #else builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; #endif builtinData.depthOffset = 0.0; }