//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "../MaterialUtilities.hlsl" void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { float2 unlitColorMapUv = TRANSFORM_TEX(input.texCoord0, _UnlitColorMap); surfaceData.color = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).rgb * _UnlitColor.rgb; float alpha = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).a * _UnlitColor.a; #ifdef _ALPHATEST_ON DoAlphaTest(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, TRANSFORM_TEX(input.texCoord0, _EmissiveColorMap)).rgb * _EmissiveColor * builtinData.emissiveIntensity; #else builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity; #endif builtinData.velocity = float2(0.0, 0.0); builtinData.shadowMask0 = 0.0; builtinData.shadowMask1 = 0.0; builtinData.shadowMask2 = 0.0; builtinData.shadowMask3 = 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 = 0.0; }