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66 行
2.9 KiB
66 行
2.9 KiB
//-------------------------------------------------------------------------------------
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// Fill SurfaceData/Builtin data function
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Packing.hlsl"
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#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
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#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
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void GetSurfaceData(float2 texCoordDS, float4x4 normalToWorld, out DecalSurfaceData surfaceData)
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#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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void GetSurfaceData(FragInputs input, out DecalSurfaceData surfaceData)
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#endif
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{
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surfaceData.baseColor = _BaseColor;
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surfaceData.normalWS = float4(0,0,0,0);
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surfaceData.mask = float4(0,0,0,0);
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surfaceData.MAOSBlend = float2(0, 0);
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surfaceData.HTileMask = 0;
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
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float albedoMapBlend = clamp(normalToWorld[0][3], 0.0f, 1.0f);
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float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
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float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
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float2 texCoords = texCoordDS * scale + offset;
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#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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float albedoMapBlend = _DecalBlend;
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float2 texCoords = input.texCoord0;
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#endif
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#if _COLORMAP
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surfaceData.baseColor *= SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoords);
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#endif
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surfaceData.baseColor.w *= albedoMapBlend;
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albedoMapBlend = surfaceData.baseColor.w;
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// outside _COLORMAP because we still have base color
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#if _ALBEDOCONTRIBUTION
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surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
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#else
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surfaceData.baseColor.w = 0; // dont blend any albedo
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#endif
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// Default to _DecalBlend, if we use _NormalBlendSrc as maskmap and there is no maskmap, it mean we have 1
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float maskMapBlend = _DecalBlend;
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#if _MASKMAP
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surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoords);
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maskMapBlend *= surfaceData.mask.z; // store before overwriting with smoothness
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surfaceData.mask.z = surfaceData.mask.w;
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surfaceData.HTileMask |= DBUFFERHTILEBIT_MASK;
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surfaceData.mask.w = _MaskBlendSrc ? maskMapBlend : albedoMapBlend;
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#endif
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// needs to be after mask, because blend source could be in the mask map blue
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#if _NORMALMAP
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float3 normalTS = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords));
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
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float3 normalWS = mul((float3x3)normalToWorld, normalTS);
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#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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// We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalize)
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float3 normalWS = normalize(TransformTangentToWorld(normalTS, input.worldToTangent));
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#endif
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surfaceData.normalWS.xyz = normalWS * 0.5f + 0.5f;
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surfaceData.HTileMask |= DBUFFERHTILEBIT_NORMAL;
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surfaceData.normalWS.w = _NormalBlendSrc ? maskMapBlend : albedoMapBlend;
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#endif
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surfaceData.MAOSBlend.xy = float2(surfaceData.mask.w, surfaceData.mask.w);
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}
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