#include "HDRP/Material/BuiltinUtilities.hlsl" void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData) { // For back lighting we use the oposite vertex normal InitBuiltinData(alpha, bentNormalWS, -input.worldToTangent[2], input.positionRWS, input.texCoord1, input.texCoord2, builtinData); builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); #ifdef _EMISSIVE_COLOR_MAP // Use layer0 of LayerTexCoord to retrieve emissive color mapping information LayerTexCoord layerTexCoord; ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); layerTexCoord.vertexNormalWS = input.worldToTangent[2].xyz; layerTexCoord.triplanarWeights = ComputeTriplanarWeights(layerTexCoord.vertexNormalWS); int mappingType = UV_MAPPING_UVSET; #if defined(_EMISSIVE_MAPPING_PLANAR) mappingType = UV_MAPPING_PLANAR; #elif defined(_EMISSIVE_MAPPING_TRIPLANAR) mappingType = UV_MAPPING_TRIPLANAR; #endif // Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code #ifndef LAYERED_LIT_SHADER ComputeLayerTexCoord( #else ComputeLayerTexCoord0( #endif input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, _UVMappingMaskEmissive, _UVMappingMaskEmissive, _EmissiveColorMap_ST.xy, _EmissiveColorMap_ST.zw, float2(0.0, 0.0), float2(0.0, 0.0), 1.0, false, input.positionRWS, _TexWorldScaleEmissive, mappingType, layerTexCoord); #ifndef LAYERED_LIT_SHADER UVMapping emissiveMapMapping = layerTexCoord.base; #else UVMapping emissiveMapMapping = layerTexCoord.base0; #endif builtinData.emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb; #endif // _EMISSIVE_COLOR_MAP #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; #endif builtinData.depthOffset = depthOffset; PostInitBuiltinData(V, posInput, surfaceData, builtinData); }