void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData) { // Builtin Data builtinData.opacity = alpha; // TODO: Sample lightmap/lightprobe/volume proxy // This should also handle projective lightmap builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, bentNormalWS, 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 (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_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; } #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 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.positionWS, _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 builtinData.velocity = float2(0.0, 0.0); #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 = depthOffset; }