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#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "Color.hlsl"
#include "Packing.hlsl"
#include "BSDF.hlsl"
#include "Debug.hlsl"
#include "GeometricTools.hlsl"
#include "CommonMaterial.hlsl"
#include "EntityLighting.hlsl"
#include "ImageBasedLighting.hlsl"
//-----------------------------------------------------------------------------
// BuiltinData
//-----------------------------------------------------------------------------
#include "Builtin/BuiltinData.hlsl"
//-----------------------------------------------------------------------------
// Material definition
//-----------------------------------------------------------------------------
// Here we include all the different lighting model supported by the renderloop based on define done in .shader
// Only one deferred layout is allowed for a HDRenderLoop, this will be detect by the redefinition of GBUFFERMATERIAL_COUNT
// If GBUFFERMATERIAL_COUNT is define two time, the shaders will not compile
#ifdef UNITY_MATERIAL_LIT
#include "Lit/Lit.hlsl"
#elif defined(UNITY_MATERIAL_UNLIT)
#include "Unlit/Unlit.hlsl"
#endif
//-----------------------------------------------------------------------------
// Define for GBuffer management
//-----------------------------------------------------------------------------
#ifdef GBUFFERMATERIAL_COUNT
#if GBUFFERMATERIAL_COUNT == 2
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target2
#endif
#elif GBUFFERMATERIAL_COUNT == 3
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target3
#endif
#elif GBUFFERMATERIAL_COUNT == 4
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2)); \
TEXTURE2D(MERGE_NAME(NAME, 3));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \
GBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target4
#endif
#elif GBUFFERMATERIAL_COUNT == 5
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2)); \
TEXTURE2D(MERGE_NAME(NAME, 3)); \
TEXTURE2D(MERGE_NAME(NAME, 4));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \
GBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2); \
GBufferType4 MERGE_NAME(NAME, 4) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 4), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target5
#endif
#endif
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, NAME)
#else
#define OUTPUT_GBUFFER_VELOCITY(NAME)
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME)
#endif
#endif // #ifdef GBUFFERMATERIAL_COUNT
#endif // UNITY_MATERIAL_INCLUDED