void ADD_IDX(ComputeLayerTexCoord)(FragInputs input, bool isTriplanar, inout LayerTexCoord layerTexCoord) { // TODO: Do we want to manage local or world triplanar/planar //float3 position = localTriplanar ? TransformWorldToObject(input.positionWS) : input.positionWS; float3 position = input.positionWS; position *= ADD_IDX(_TexWorldScale); // Handle uv0, uv1 and plnar XZ coordinate based on _CoordWeight weight (exclusif 0..1) ADD_IDX(layerTexCoord.base).uv = ADD_IDX(_UVMappingMask).x * input.texCoord0 + ADD_IDX(_UVMappingMask).y * input.texCoord1 + ADD_IDX(_UVMappingMask).z * input.texCoord3 + ADD_IDX(_UVMappingMask).w * -position.xz; float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * input.texCoord0 + ADD_IDX(_UVDetailsMappingMask).y * input.texCoord1 + ADD_IDX(_UVDetailsMappingMask).z * input.texCoord3 + // Note that if base is planar, detail map is planar ADD_IDX(_UVMappingMask).w * -position.xz; ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap)); // triplanar ADD_IDX(layerTexCoord.base).isTriplanar = isTriplanar; float3 direction = sign(input.tangentToWorld[2].xyz); // In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction. // This is particularly problematic for tangent space normal maps which need to be in the right direction. // So we multiplying the offending coordinate by the sign of the normal. ADD_IDX(layerTexCoord.base).uvYZ = float2(direction.x * position.z, position.y); ADD_IDX(layerTexCoord.base).uvZX = -float2(position.x, direction.y * position.z); ADD_IDX(layerTexCoord.base).uvXY = float2(-position.x, direction.z * position.y); ADD_IDX(layerTexCoord.details).isTriplanar = isTriplanar; ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvYZ, ADD_IDX(_DetailMap)); ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvZX, ADD_IDX(_DetailMap)); ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvXY, ADD_IDX(_DetailMap)); } void ADD_IDX(ApplyDisplacement)(inout FragInputs input, float3 viewDirTS, inout LayerTexCoord layerTexCoord) { #ifdef _HEIGHTMAP #ifndef _HEIGHTMAP_AS_DISPLACEMENT float height = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), ADD_IDX(layerTexCoord.base)).r * ADD_IDX(_HeightScale) + ADD_IDX(_HeightBias); float2 offset = ParallaxOffset(viewDirTS, height); ADD_IDX(layerTexCoord.base).uv += offset; ADD_IDX(layerTexCoord.base).uvYZ += offset; ADD_IDX(layerTexCoord.base).uvZX += offset; ADD_IDX(layerTexCoord.base).uvXY += offset; ADD_IDX(layerTexCoord.details).uv += offset; ADD_IDX(layerTexCoord.details).uvYZ += offset; ADD_IDX(layerTexCoord.details).uvZX += offset; ADD_IDX(layerTexCoord.details).uvXY += offset; // Only modify texcoord for first layer, this will be use by for builtin data (like lightmap) if (LAYER_INDEX == 0) { input.texCoord0 += offset; input.texCoord1 += offset; input.texCoord2 += offset; input.texCoord3 += offset; } #endif #endif } // Return opacity float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData) { #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A float alpha = ADD_IDX(_BaseColor).a; #else float alpha = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a; #endif // Perform alha test very early to save performance (a killed pixel will not sample textures) #ifdef _ALPHATEST_ON clip(alpha - _AlphaCutoff); #endif #ifdef _DETAIL_MAP float detailMask = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_DetailMask), ADD_ZERO_IDX(sampler_DetailMask), ADD_IDX(layerTexCoord.base)).b; float2 detailAlbedoAndSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_DetailMap), ADD_ZERO_IDX(sampler_DetailMap), ADD_IDX(layerTexCoord.details)).rb; float detailAlbedo = detailAlbedoAndSmoothness.r; float detailSmoothness = detailAlbedoAndSmoothness.g; #ifdef _DETAIL_MAP_WITH_NORMAL // 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 float3 detailNormalTS = SAMPLE_LAYER_NORMALMAP_AG(ADD_IDX(_DetailMap), ADD_ZERO_IDX(sampler_DetailMap), ADD_IDX(layerTexCoord.details)); //float detailAO = 0.0; #else // TODO: Use heightmap as a derivative with Morten Mikklesen approach, how this work with our abstraction and triplanar ? float3 detailNormalTS = float3(0.0, 0.0, 1.0); //float detailAO = detail.b; #endif #endif surfaceData.baseColor = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb; #ifdef _DETAIL_MAP surfaceData.baseColor *= LerpWhiteTo(2.0 * saturate(detailAlbedo * ADD_IDX(_DetailAlbedoScale)), detailMask); #endif #ifdef _SPECULAROCCLUSIONMAP // TODO: Do something. For now just take alpha channel surfaceData.specularOcclusion = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), ADD_ZERO_IDX(sampler_SpecularOcclusionMap), ADD_IDX(layerTexCoord.base)).a; #else // Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087 //surfaceData.specularOcclusion = saturate(1.0 + horizonFade * dot(r, input.tangentToWorld[2].xyz); // smooth it //surfaceData.specularOcclusion *= surfaceData.specularOcclusion; surfaceData.specularOcclusion = 1.0; #endif // TODO: think about using BC5 float3 vertexNormalWS = normalize(input.tangentToWorld[2].xyz); #ifdef _NORMALMAP #ifdef _NORMALMAP_TANGENT_SPACE float3 normalTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_NormalMap), ADD_ZERO_IDX(sampler_NormalMap), ADD_IDX(layerTexCoord.base)); #ifdef _DETAIL_MAP normalTS = lerp(normalTS, BlendNormal(normalTS, detailNormalTS), detailMask); #endif surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld); #else // Object space // TODO: We are suppose to do * 2 - 1 here. how to deal with triplanar... float3 normalOS = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_NormalMap), ADD_ZERO_IDX(sampler_NormalMap), ADD_IDX(layerTexCoord.base)).rgb; surfaceData.normalWS = TransformObjectToWorldDir(normalOS); #ifdef _DETAIL_MAP float3 detailNormalWS = TransformTangentToWorld(detailNormalTS, input.tangentToWorld); surfaceData.normalWS = lerp(surfaceData.normalWS, BlendNormal(surfaceData.normalWS, detailNormalWS), detailMask); #endif #endif #else surfaceData.normalWS = vertexNormalWS; #endif #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) #ifdef _DOUBLESIDED_LIGHTING_FLIP float3 oppositeNormalWS = -surfaceData.normalWS; #else // Mirror the normal with the plane define by vertex normal float3 oppositeNormalWS = reflect(surfaceData.normalWS, vertexNormalWS); #endif // TODO : Test if GetOdddNegativeScale() is necessary here in case of normal map, as GetOdddNegativeScale is take into account in CreateTangentToWorld(); surfaceData.normalWS = input.isFrontFace ? (GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS) : (-GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS); #endif #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A surfaceData.perceptualSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a; #elif defined(_MASKMAP) surfaceData.perceptualSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).a; #else surfaceData.perceptualSmoothness = 1.0; #endif surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness); #ifdef _DETAIL_MAP surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask); #endif // MaskMap is Metallic, Ambient Occlusion, (Optional) - emissive Mask, Optional - Smoothness (in alpha) #ifdef _MASKMAP surfaceData.metallic = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).r; surfaceData.ambientOcclusion = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).g; #else surfaceData.metallic = 1.0; surfaceData.ambientOcclusion = 1.0; #endif surfaceData.metallic *= ADD_IDX(_Metallic); // 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) surfaceData.materialId = 0; // TODO // TODO: think about using BC5 #ifdef _TANGENTMAP #ifdef _NORMALMAP_TANGENT_SPACE // Normal and tangent use same space float3 tangentTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base)); surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld); #else // Object space (TODO: We need to apply the world rotation here! - Require to pass world transform) surfaceData.tangentWS = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base)).rgb; #endif #else surfaceData.tangentWS = normalize(input.tangentToWorld[0].xyz); #endif // TODO: Is there anything todo regarding flip normal but for the tangent ? #ifdef _ANISOTROPYMAP surfaceData.anisotropy = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_AnisotropyMap), ADD_ZERO_IDX(sampler_AnisotropyMap), ADD_IDX(layerTexCoord.base)).g; #else surfaceData.anisotropy = 1.0; #endif surfaceData.anisotropy *= ADD_IDX(_Anisotropy); surfaceData.specular = 0.04; surfaceData.subSurfaceRadius = 1.0; surfaceData.thickness = 0.0; surfaceData.subSurfaceProfile = 0; surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0); surfaceData.coatPerceptualSmoothness = 1.0; surfaceData.specularColor = float3(0.0, 0.0, 0.0); #else // #if !defined(LAYERED_LIT_SHADER) // Mandatory to setup value to keep compiler quiet // Layered shader only support materialId 0 surfaceData.materialId = 0; surfaceData.tangentWS = input.tangentToWorld[0].xyz; surfaceData.anisotropy = 0; surfaceData.specular = 0.04; surfaceData.subSurfaceRadius = 1.0; surfaceData.thickness = 0.0; surfaceData.subSurfaceProfile = 0; surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0); surfaceData.coatPerceptualSmoothness = 1.0; surfaceData.specularColor = float3(0.0, 0.0, 0.0); #endif // #if !defined(LAYERED_LIT_SHADER) return alpha; }