#ifndef LIGHTWEIGHT_SURFACE_INPUT_INCLUDED #define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED #include "Core.hlsl" #include "CoreRP/ShaderLibrary/Packing.hlsl" #include "CoreRP/ShaderLibrary/CommonMaterial.hlsl" #ifdef _SPECULAR_SETUP #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) #else #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) #endif CBUFFER_START(UnityPerMaterial) half4 _MainTex_ST; half4 _Color; half _Cutoff; half _Glossiness; half _GlossMapScale; half _SmoothnessTextureChannel; half _Metallic; half4 _SpecColor; half _BumpScale; half _OcclusionStrength; half4 _EmissionColor; half _Shininess; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); // Must match Lightweigth ShaderGraph master node struct SurfaceData { half3 albedo; half3 specular; half metallic; half smoothness; half3 normalTS; half3 emission; half occlusion; half alpha; }; /////////////////////////////////////////////////////////////////////////////// // Material Property Helpers // /////////////////////////////////////////////////////////////////////////////// inline half Alpha(half albedoAlpha) { #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) half alpha = _Color.a; #else half alpha = albedoAlpha * _Color.a; #endif #if defined(_ALPHATEST_ON) clip(alpha - _Cutoff); #endif return alpha; } half3 Normal(float2 uv) { #if _NORMALMAP #if BUMP_SCALE_NOT_SUPPORTED return UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv)); #else return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale); #endif #else return half3(0.0h, 0.0h, 1.0h); #endif } half4 SpecularGloss(half2 uv, half alpha) { half4 specularGloss = half4(0, 0, 0, 1); #ifdef _SPECGLOSSMAP specularGloss = SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv); #elif defined(_SPECULAR_COLOR) specularGloss = _SpecColor; #endif #ifdef _GLOSSINESS_FROM_BASE_ALPHA specularGloss.a = alpha; #endif return specularGloss; } half4 MetallicSpecGloss(float2 uv, half albedoAlpha) { half4 specGloss; #ifdef _METALLICSPECGLOSSMAP specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv); #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A specGloss.a = albedoAlpha * _GlossMapScale; #else specGloss.a *= _GlossMapScale; #endif #else // _METALLICSPECGLOSSMAP #if _SPECULAR_SETUP specGloss.rgb = _SpecColor.rgb; #else specGloss.rgb = _Metallic.rrr; #endif #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A specGloss.a = albedoAlpha * _GlossMapScale; #else specGloss.a = _Glossiness; #endif #endif return specGloss; } half Occlusion(float2 uv) { #ifdef _OCCLUSIONMAP #if (SHADER_TARGET < 30) // SM20: instruction count limitation // SM20: simpler occlusion return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; #else half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; return LerpWhiteTo(occ, _OcclusionStrength); #endif #else return 1.0; #endif } half3 Emission(float2 uv) { #ifndef _EMISSION return 0; #else return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb; #endif } inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) { half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); half4 specGloss = MetallicSpecGloss(uv, albedoAlpha.a); outSurfaceData.albedo = albedoAlpha.rgb * _Color.rgb; #if _SPECULAR_SETUP outSurfaceData.metallic = 1.0h; outSurfaceData.specular = specGloss.rgb; #else outSurfaceData.metallic = specGloss.r; outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h); #endif outSurfaceData.smoothness = specGloss.a; outSurfaceData.normalTS = Normal(uv); outSurfaceData.occlusion = Occlusion(uv); outSurfaceData.emission = Emission(uv); outSurfaceData.alpha = Alpha(albedoAlpha.a); } #endif