//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { surfaceData.color = SAMPLE_TEXTURE2D(_ColorMap, sampler_ColorMap, input.texCoord0).rgb * _Color.rgb; float alpha = SAMPLE_TEXTURE2D(_ColorMap, sampler_ColorMap, input.texCoord0).a * _Color.a; #ifdef _ALPHATEST_ON clip(alpha - _AlphaCutoff); #endif // Builtin Data builtinData.opacity = alpha; builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0); // Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity builtinData.emissiveIntensity = _EmissiveIntensity; #ifdef _EMISSIVE_COLOR_MAP builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor * builtinData.emissiveIntensity; #else builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity; #endif builtinData.velocity = float2(0.0, 0.0); #if (SHADERPASS == SHADERPASS_DISTORTION) float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb; 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; }