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//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
void GetSurfaceData(float2 texCoordDS, float4x4 decalToWorld, out DecalSurfaceData surfaceData)
{
surfaceData.baseColor = float4(0,0,0,0);
surfaceData.normalWS = float4(0,0,0,0);
surfaceData.mask = float4(0,0,0,0);
surfaceData.HTileMask = 0;
float totalBlend = clamp(decalToWorld[0][3], 0.0f, 1.0f);
#if _COLORMAP
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
surfaceData.baseColor.w *= totalBlend;
totalBlend = surfaceData.baseColor.w; // base alpha affects aall other channels;
surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
#endif
#if _NORMALMAP
surfaceData.normalWS.xyz = mul((float3x3)decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoordDS))) * 0.5f + 0.5f;
surfaceData.normalWS.w = totalBlend;
surfaceData.HTileMask |= DBUFFERHTILEBIT_NORMAL;
#endif
#if _MASKMAP
surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoordDS.xy);
surfaceData.mask.z = surfaceData.mask.w;
surfaceData.mask.w = totalBlend;
surfaceData.HTileMask |= DBUFFERHTILEBIT_MASK;
#endif
}