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//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Lit/LitBuiltinData.hlsl"
#include "../Decal/DecalUtilities.hlsl"
#include "TerrainLitSplatCommon.hlsl"
#include "TerrainLitDataMeshModification.hlsl"
void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
{
float3 normalOS = SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_Control0, (input.texCoord0 + 0.5f) * _TerrainHeightmapRecipSize.xy).rgb * 2 - 1;
float3 normalWS = ((float3x3)GetObjectToWorldMatrix(), normalOS);
float3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
float renormFactor = 1.0 / length(normalWS);
// bitangent on the fly option in xnormal to reduce vertex shader outputs.
// this is the mikktspace transformation (must use unnormalized attributes)
float3x3 worldToTangent = CreateWorldToTangent(normalWS, tangentWS.xyz, 1);
// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
input.worldToTangent[0] = worldToTangent[0] * renormFactor;
input.worldToTangent[1] = worldToTangent[1] * renormFactor;
input.worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal
input.texCoord0 *= _TerrainHeightmapRecipSize.zw;
}
#endif
// terrain lightmap uvs are always taken from uv0
input.texCoord1 = input.texCoord2 = input.texCoord0;
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
// TODO: triplanar and SURFACE_GRADIENT?
// TODO: POM
float2 uv = input.texCoord0;
float2 uvSplats[_MAX_LAYER];
uvSplats[0] = uv * _Splat0_ST.xy + _Splat0_ST.zw;
#if _LAYER_COUNT > 1
uvSplats[1] = uv * _Splat1_ST.xy + _Splat1_ST.zw;
#endif
#if _LAYER_COUNT > 2
uvSplats[2] = uv * _Splat2_ST.xy + _Splat2_ST.zw;
#endif
#if _LAYER_COUNT > 3
uvSplats[3] = uv * _Splat3_ST.xy + _Splat3_ST.zw;
#endif
#if _LAYER_COUNT > 4
uvSplats[4] = uv * _Splat4_ST.xy + _Splat4_ST.zw;
#endif
#if _LAYER_COUNT > 5
uvSplats[5] = uv * _Splat5_ST.xy + _Splat5_ST.zw;
#endif
#if _LAYER_COUNT > 6
uvSplats[6] = uv * _Splat6_ST.xy + _Splat6_ST.zw;
#endif
#if _LAYER_COUNT > 7
uvSplats[7] = uv * _Splat7_ST.xy + _Splat7_ST.zw;
#endif
// sample weights from Control maps
float4 blendMasks0 = SAMPLE_TEXTURE2D(_Control0, sampler_Control0, uv);
#if _LAYER_COUNT > 4
float4 blendMasks1 = SAMPLE_TEXTURE2D(_Control1, sampler_Control0, uv);
#else
float4 blendMasks1 = float4(0, 0, 0, 0);
#endif
// adjust weights for density mode
#ifdef _DENSITY_MODE
// 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
float4 opacityAsDensity0 = saturate((float4(1.0, 1.0, 1.0, 1.0) - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks0)) * 20.0);
float4 useOpacityAsDensityParam0 = float4(_OpacityAsDensity0, _OpacityAsDensity1, _OpacityAsDensity2, _OpacityAsDensity3);
blendMasks0 = lerp(blendMasks0, opacityAsDensity0, useOpacityAsDensityParam0);
#if _LAYER_COUNT > 4
float4 opacityAsDensity1 = saturate((float4(1.0, 1.0, 1.0, 1.0) - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks0)) * 20.0);
float4 useOpacityAsDensityParam1 = float4(_OpacityAsDensity4, _OpacityAsDensity5, _OpacityAsDensity6, _OpacityAsDensity7);
blendMasks1 = lerp(blendMasks1, opacityAsDensity1, useOpacityAsDensityParam1);
#endif
#endif
// adjust weights for height based blending
#ifdef _TERRAIN_HEIGHT_MAP
float4 heights0 = float4(0, 0, 0, 0);
float4 heights1 = float4(0, 0, 0, 0);
heights0.r = (SAMPLE_TEXTURE2D(_Height0, sampler_Splat0, uvSplats[0]).r * blendMasks0.r - _HeightCenter0) * _HeightAmplitude0;
#if _LAYER_COUNT > 1
heights0.g = (SAMPLE_TEXTURE2D(_Height1, sampler_Splat0, uvSplats[1]).r * blendMasks0.g - _HeightCenter1) * _HeightAmplitude1;
#endif
#if _LAYER_COUNT > 2
heights0.b = (SAMPLE_TEXTURE2D(_Height2, sampler_Splat0, uvSplats[2]).r * blendMasks0.b - _HeightCenter2) * _HeightAmplitude2;
#endif
#if _LAYER_COUNT > 3
heights0.a = (SAMPLE_TEXTURE2D(_Height3, sampler_Splat0, uvSplats[3]).r * blendMasks0.a - _HeightCenter3) * _HeightAmplitude3;
#endif
#if _LAYER_COUNT > 4
heights1.r = (SAMPLE_TEXTURE2D(_Height4, sampler_Splat0, uvSplats[4]).r * blendMasks1.r - _HeightCenter4) * _HeightAmplitude4;
#endif
#if _LAYER_COUNT > 5
heights1.g = (SAMPLE_TEXTURE2D(_Height5, sampler_Splat0, uvSplats[5]).r * blendMasks1.g - _HeightCenter5) * _HeightAmplitude5;
#endif
#if _LAYER_COUNT > 6
heights1.b = (SAMPLE_TEXTURE2D(_Height6, sampler_Splat0, uvSplats[6]).r * blendMasks1.b - _HeightCenter6) * _HeightAmplitude6;
#endif
#if _LAYER_COUNT > 7
heights1.a = (SAMPLE_TEXTURE2D(_Height7, sampler_Splat0, uvSplats[7]).r * blendMasks1.a - _HeightCenter7) * _HeightAmplitude7;
#endif
// Modify blendMask to take into account the height of the layer. Higher height should be more visible.
ApplyHeightBlend(heights0, heights1, blendMasks0, blendMasks1);
#endif
float weights[_MAX_LAYER];
ZERO_INITIALIZE_ARRAY(float, weights, _MAX_LAYER);
#if defined(_DENSITY_MODE)
// calculate weight of each layers
// Algorithm is like this:
// Top layer have priority on others layers
// If a top layer doesn't use the full weight, the remaining can be use by the following layer.
float weightsSum = 0.0f;
#if _LAYER_COUNT > 7
weights[7] = min(blendMasks1.a, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[7]);
#endif
#if _LAYER_COUNT > 6
weights[6] = min(blendMasks1.b, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[6]);
#endif
#if _LAYER_COUNT > 5
weights[5] = min(blendMasks1.g, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[5]);
#endif
#if _LAYER_COUNT > 4
weights[4] = min(blendMasks1.r, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[4]);
#endif
#if _LAYER_COUNT > 3
weights[3] = min(blendMasks0.a, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[3]);
#endif
#if _LAYER_COUNT > 2
weights[2] = min(blendMasks0.b, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[2]);
#endif
#if _LAYER_COUNT > 1
weights[1] = min(blendMasks0.g, (1.0f - weightsSum));
weightsSum = saturate(weightsSum + weights[1]);
#endif
weights[0] = min(blendMasks0.r, (1.0f - weightsSum));
#else
weights[0] = blendMasks0.r;
weights[1] = blendMasks0.g;
weights[2] = blendMasks0.b;
weights[3] = blendMasks0.a;
weights[4] = blendMasks1.r;
weights[5] = blendMasks1.g;
weights[6] = blendMasks1.b;
weights[7] = blendMasks1.a;
#endif
// TODO: conditional samplings
surfaceData.baseColor = SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, uvSplats[0]).rgb * weights[0];
surfaceData.perceptualSmoothness = SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, uvSplats[0]).a * _Smoothness0 * weights[0];
surfaceData.metallic = _Metallic0 * weights[0];
#if _LAYER_COUNT > 1
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, uvSplats[1]).rgb * weights[1];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, uvSplats[1]).a * _Smoothness1 * weights[1];
surfaceData.metallic += _Metallic1 * weights[1];
#endif
#if _LAYER_COUNT > 2
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat2, sampler_Splat0, uvSplats[2]).rgb * weights[2];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat2, sampler_Splat0, uvSplats[2]).a * _Smoothness2 * weights[2];
surfaceData.metallic += _Metallic2 * weights[2];
#endif
#if _LAYER_COUNT > 3
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, uvSplats[3]).rgb * weights[3];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, uvSplats[3]).a * _Smoothness3 * weights[3];
surfaceData.metallic += _Metallic3 * weights[3];
#endif
#if _LAYER_COUNT > 4
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat4, sampler_Splat0, uvSplats[4]).rgb * weights[4];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat4, sampler_Splat0, uvSplats[4]).a * _Smoothness4 * weights[4];
surfaceData.metallic += _Metallic4 * weights[4];
#endif
#if _LAYER_COUNT > 5
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat5, sampler_Splat0, uvSplats[5]).rgb * weights[5];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat5, sampler_Splat0, uvSplats[5]).a * _Smoothness5 * weights[5];
surfaceData.metallic += _Metallic5 * weights[5];
#endif
#if _LAYER_COUNT > 6
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat6, sampler_Splat0, uvSplats[6]).rgb * weights[6];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat6, sampler_Splat0, uvSplats[6]).a * _Smoothness6 * weights[6];
surfaceData.metallic += _Metallic6 * weights[6];
#endif
#if _LAYER_COUNT > 7
surfaceData.baseColor += SAMPLE_TEXTURE2D(_Splat7, sampler_Splat0, uvSplats[7]).rgb * weights[7];
surfaceData.perceptualSmoothness += SAMPLE_TEXTURE2D(_Splat7, sampler_Splat0, uvSplats[7]).a * _Smoothness7 * weights[7];
surfaceData.metallic += _Metallic7 * weights[7];
#endif
#if defined(_TERRAIN_NORMAL_MAP)
UVMapping normalUV;
normalUV.mappingType = UV_MAPPING_UVSET;
#ifdef SURFACE_GRADIENT
normalUV.tangentWS = input.worldToTangent[0];
normalUV.bitangentWS = input.worldToTangent[1];
#endif
normalUV.uv = uvSplats[0];
float3 normalTS = SAMPLE_UVMAPPING_NORMALMAP(_Normal0, sampler_Splat0, normalUV, 1) * weights[0];
#if _LAYER_COUNT > 1
normalUV.uv = uvSplats[1];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal1, sampler_Splat0, normalUV, 1) * weights[1];
#endif
#if _LAYER_COUNT > 2
normalUV.uv = uvSplats[2];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal2, sampler_Splat0, normalUV, 1) * weights[2];
#endif
#if _LAYER_COUNT > 3
normalUV.uv = uvSplats[3];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal3, sampler_Splat0, normalUV, 1) * weights[3];
#endif
#if _LAYER_COUNT > 4
normalUV.uv = uvSplats[4];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal4, sampler_Splat0, normalUV, 1) * weights[4];
#endif
#if _LAYER_COUNT > 5
normalUV.uv = uvSplats[5];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal5, sampler_Splat0, normalUV, 1) * weights[5];
#endif
#if _LAYER_COUNT > 6
normalUV.uv = uvSplats[6];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal6, sampler_Splat0, normalUV, 1) * weights[6];
#endif
#if _LAYER_COUNT > 7
normalUV.uv = uvSplats[7];
normalTS += SAMPLE_UVMAPPING_NORMALMAP(_Normal7, sampler_Splat0, normalUV, 1) * weights[7];
#endif
#elif defined(SURFACE_GRADIENT)
float3 normalTS = float3(0.0, 0.0, 0.0); // No gradient
#else
float3 normalTS = float3(0.0, 0.0, 1.0);
#endif
surfaceData.ambientOcclusion = 1;
surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. Tag: SURFACE_GRADIENT
surfaceData.subsurfaceMask = 0;
surfaceData.thickness = 1;
surfaceData.diffusionProfile = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
// Init other parameters
surfaceData.anisotropy = 0.0;
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
surfaceData.coatMask = 0.0;
surfaceData.iridescenceThickness = 0.0;
surfaceData.iridescenceMask = 0.0;
// Transparency parameters
// Use thickness from SSS
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
surfaceData.transmittanceMask = 0.0;
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
float3 bentNormalWS = surfaceData.normalWS;
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
//#if defined(_MASKMAP0) || defined(_MASKMAP1) || defined(_MASKMAP2) || defined(_MASKMAP3)
// surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(surfaceData.normalWS, V), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
//#else
surfaceData.specularOcclusion = 1.0;
//#endif
#ifndef _DISABLE_DBUFFER
float alpha = 1;
AddDecalContribution(posInput, surfaceData, alpha);
#endif
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif
GetBuiltinData(input, surfaceData, 1, bentNormalWS, 0, builtinData);
}