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285 行
12 KiB
285 行
12 KiB
//-------------------------------------------------------------------------------------
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// Fill SurfaceData/Builtin data function
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
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#include "../MaterialUtilities.hlsl"
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//-----------------------------------------------------------------------------
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// Texture Mapping (think of LayerTexCoord as simply TexCoordMappings,
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// ie no more layers here - cf Lit materials)
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//-----------------------------------------------------------------------------
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//
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// For easier copying of code for now use a LayerTexCoord wrapping struct.
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// We don't have details yet.
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//
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// NEWLITTODO: Eventually, we could quickly share GetBuiltinData of LitBuiltinData.hlsl
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// in our GetSurfaceAndBuiltinData( ) here, since we will use the LayerTexCoord identifier,
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// and an identical ComputeLayerTexCoord( ) prototype
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//
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struct LayerTexCoord
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{
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UVMapping base;
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UVMapping details;
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// Store information that will be share by all UVMapping
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float3 vertexNormalWS; // TODO: store also object normal map for object triplanar
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};
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// Want to use only one sampler for normalmap/bentnormalmap either we use OS or TS. And either we have normal map or bent normal or both.
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//
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// Note (compared to Lit shader):
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//
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// We don't have a layered material with which we are sharing code here like the LayeredLit shader, but we can also save a couple of
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// samplers later if we use bentnormals.
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//
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// _IDX suffix is meaningless here, could use the name SAMPLER_NORMALMAP_ID instead of SAMPLER_NORMALMAP_IDX and replace all
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// indirect #ifdef _NORMALMAP_TANGENT_SPACE_IDX #ifdef and _NORMALMAP_IDX tests with the more direct
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// shader_feature keywords _NORMALMAP_TANGENT_SPACE and _NORMALMAP.
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//
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// (Originally in the LayeredLit shader, shader_feature keywords like _NORMALMAP become _NORMALMAP0 but since files are shared,
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// LitDataIndividualLayer will use a generic _NORMALMAP_IDX defined before its inclusion by the client LitData or LayeredLitData.
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// That way, LitDataIndividualLayer supports multiple inclusions)
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//
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//
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#ifdef _NORMALMAP_TANGENT_SPACE
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#if defined(_NORMALMAP)
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#define SAMPLER_NORMALMAP_ID sampler_NormalMap
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// TODO:
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//#elif defined(_BENTNORMALMAP)
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//#define SAMPLER_NORMALMAP_ID sampler_BentNormalMap
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#endif
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#else
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// TODO:
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//#error STACKLIT_USES_ONLY_TANGENT_SPACE_FOR_NOW
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//#if defined(_NORMALMAP)
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//#define SAMPLER_NORMALMAP_ID sampler_NormalMapOS
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//#elif defined(_BENTNORMALMAP)
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//#define SAMPLER_NORMALMAP_ID sampler_BentNormalMapOS
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//#endif
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#endif
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void ComputeLayerTexCoord( // Uv related parameters
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float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask,
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// scale and bias for base
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float2 texScale, float2 texBias,
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// mapping type and output
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int mappingType, inout LayerTexCoord layerTexCoord)
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{
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//TODO: Planar, Triplanar, detail map, surface_gradient.
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// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)
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float2 uvBase = uvMappingMask.x * texCoord0 +
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uvMappingMask.y * texCoord1 +
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uvMappingMask.z * texCoord2 +
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uvMappingMask.w * texCoord3;
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// Copy data in uvmapping fields: used by generic sampling code (see especially SampleUVMappingNormalInternal.hlsl)
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layerTexCoord.base.mappingType = mappingType;
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layerTexCoord.base.normalWS = layerTexCoord.vertexNormalWS;
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// Apply tiling options
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layerTexCoord.base.uv = uvBase * texScale + texBias;
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}
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float3 GetNormalTS(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask)
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{
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// TODO: different spaces (eg #ifdef _NORMALMAP_TANGENT_SPACE #elif object space, SURFACE_GRADIENT, etc.)
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// and use detail map
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float3 normalTS;
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// Note we don't use the _NORMALMAP_IDX mechanism of the Lit shader, since we don't have "layers", we can
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// directly use the shader_feature keyword:
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#ifdef _NORMALMAP
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normalTS = SAMPLE_UVMAPPING_NORMALMAP(_NormalMap, SAMPLER_NORMALMAP_ID, layerTexCoord.base, _NormalScale);
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#else
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normalTS = float3(0.0, 0.0, 1.0);
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#endif
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return normalTS;
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}
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// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done
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// in function with FragInputs input as parameters
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// layerTexCoord must have been initialize to 0 outside of this function
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void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
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float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
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{
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layerTexCoord.vertexNormalWS = vertexNormalWS;
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// TODO:
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//layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
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int mappingType = UV_MAPPING_UVSET;
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//TODO: _MAPPING_PLANAR, _MAPPING_TRIPLANAR
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// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
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ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMask, /* TODO _UVDetailsMappingMask, */
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_BaseColorMap_ST.xy, _BaseColorMap_ST.zw, /* TODO _DetailMap_ST.xy, _DetailMap_ST.zw, 1.0, _LinkDetailsWithBase,
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/* TODO positionWS, _TexWorldScale, */
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mappingType, layerTexCoord);
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}
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// This is call only in this file
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// layerTexCoord must have been initialize to 0 outside of this function
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void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
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{
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// TODO: SURFACE_GRADIENT
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//#ifdef SURFACE_GRADIENT
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//GenerateLayerTexCoordBasisTB(input, layerTexCoord);
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//#endif
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GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
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input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
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}
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//-----------------------------------------------------------------------------
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// ...Texture Mapping
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//-----------------------------------------------------------------------------
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//
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// cf with
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// LitData.hlsl:GetSurfaceAndBuiltinData()
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// LitDataIndividualLayer.hlsl:GetSurfaceData( )
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// LitBuiltinData.hlsl:GetBuiltinData()
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//
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// Here we can combine them
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//
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void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
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LayerTexCoord layerTexCoord;
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ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
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GetLayerTexCoord(input, layerTexCoord);
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// -------------------------------------------------------------
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// Surface Data:
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// -------------------------------------------------------------
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// We perform the conversion to world of the normalTS outside of the GetSurfaceData
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// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
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float3 normalTS;
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// TODO: Those are only needed once we handle specular occlusion and optionnally bent normal maps.
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// Also, for the builtinData part, use bentnormal to sample diffuse GI
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//float3 bentNormalTS;
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//float3 bentNormalWS;
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//float alpha = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, baseColorMapUv).a * _BaseColor.a;
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float alpha = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).a * _BaseColor.a;
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#ifdef _ALPHATEST_ON
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//NEWLITTODO: Once we include those passes in the main StackLit.shader, add handling of CUTOFF_TRANSPARENT_DEPTH_PREPASS and _POSTPASS
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// and the related properties (in the .shader) and uniforms (in the StackLitProperties file) _AlphaCutoffPrepass, _AlphaCutoffPostpass
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DoAlphaTest(alpha, _AlphaCutoff);
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#endif
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// TODO detail map:
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float3 detailNormalTS = float3(0.0, 0.0, 0.0);
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float detailMask = 0.0;
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//TODO remove the following and use fetching macros that use uvmapping :
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//float2 baseColorMapUv = TRANSFORM_TEX(input.texCoord0, _BaseColorMap);
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//surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, baseColorMapUv).rgb * _BaseColor.rgb;
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surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).rgb * _BaseColor.rgb;
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//surfaceData.normalWS = float3(0.0, 0.0, 0.0);
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normalTS = GetNormalTS(input, layerTexCoord, detailNormalTS, detailMask);
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//TODO: bentNormalTS
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#if defined(_MASKMAPA)
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surfaceData.perceptualSmoothnessA = SAMPLE_UVMAPPING_TEXTURE2D(_MaskMapA, sampler_MaskMapA, layerTexCoord.base).a;
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surfaceData.perceptualSmoothnessA = lerp(_SmoothnessARemapMin, _SmoothnessARemapMax, surfaceData.perceptualSmoothnessA);
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#else
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surfaceData.perceptualSmoothnessA = _SmoothnessA;
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#endif
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#if defined(_MASKMAPB)
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surfaceData.perceptualSmoothnessB = SAMPLE_UVMAPPING_TEXTURE2D(_MaskMapB, sampler_MaskMapB, layerTexCoord.base).a;
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surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBRemapMin, _SmoothnessBRemapMax, surfaceData.perceptualSmoothnessB);
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#else
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surfaceData.perceptualSmoothnessB = _SmoothnessB;
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#endif
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// TODOSTACKLIT: lobe weighting
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surfaceData.lobeMix = _LobeMix;
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// MaskMapA is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness
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// TODO: Ambient occlusion, detail mask.
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#ifdef _MASKMAPA
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surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(_MaskMapA, sampler_MaskMapA, layerTexCoord.base).r;
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#else
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surfaceData.metallic = 1.0;
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#endif
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surfaceData.metallic *= _Metallic;
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// These static material feature allow compile time optimization
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// TODO: As we add features, or-set the flags eg MATERIALFEATUREFLAGS_LIT_* with #ifdef
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// on corresponding _MATERIAL_FEATURE_* shader_feature kerwords (set by UI) so the compiler
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// knows the value of surfaceData.materialFeatures.
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surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
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// -------------------------------------------------------------
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// Surface Data Part 2 (outsite GetSurfaceData( ) in Lit shader):
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// -------------------------------------------------------------
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GetNormalWS(input, V, normalTS, surfaceData.normalWS); // MaterialUtilities.hlsl
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// TODO: decal etc.
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#if defined(DEBUG_DISPLAY)
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if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
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{
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surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor);
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surfaceData.metallic = 0;
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}
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#endif
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// -------------------------------------------------------------
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// Builtin Data:
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// -------------------------------------------------------------
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// NEWLITTODO: for all BuiltinData, might need to just refactor and use a comon function like that
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// contained in LitBuiltinData.hlsl
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builtinData.opacity = alpha;
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builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
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// 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
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builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code
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builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
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#ifdef _EMISSIVE_COLOR_MAP
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builtinData.emissiveColor *= SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, TRANSFORM_TEX(input.texCoord0, _EmissiveColorMap)).rgb;
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#endif
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builtinData.velocity = float2(0.0, 0.0);
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//NEWLITTODO: shader feature SHADOWS_SHADOWMASK not there yet.
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builtinData.shadowMask0 = 0.0;
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builtinData.shadowMask1 = 0.0;
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builtinData.shadowMask2 = 0.0;
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builtinData.shadowMask3 = 0.0;
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#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
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float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
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distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
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builtinData.distortion = distortion.rg * _DistortionScale;
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builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
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#else
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builtinData.distortion = float2(0.0, 0.0);
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builtinData.distortionBlur = 0.0;
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#endif
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builtinData.depthOffset = 0.0;
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}
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