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205 行
5.3 KiB
205 行
5.3 KiB
// ===========================================================================
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// WARNING:
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// On PS4, texture/sampler declarations need to be outside of CBuffers
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// Otherwise those parameters are not bound correctly at runtime.
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// ===========================================================================
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TEXTURE2D(_DistortionVectorMap);
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SAMPLER(sampler_DistortionVectorMap);
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TEXTURE2D(_BaseColorMap);
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SAMPLER(sampler_BaseColorMap);
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TEXTURE2D(_AmbientOcclusionMap);
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SAMPLER(sampler_AmbientOcclusionMap);
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TEXTURE2D(_MetallicMap);
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SAMPLER(sampler_MetallicMap);
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TEXTURE2D(_SmoothnessAMap);
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SAMPLER(sampler_SmoothnessAMap);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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TEXTURE2D(_CoatNormalMap);
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SAMPLER(sampler_CoatNormalMap);
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TEXTURE2D(_SmoothnessBMap);
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SAMPLER(sampler_SmoothnessBMap);
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TEXTURE2D(_AnisotropyMap);
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SAMPLER(sampler_AnisotropyMap);
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TEXTURE2D(_CoatSmoothnessMap);
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SAMPLER(sampler_CoatSmoothnessMap);
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TEXTURE2D(_IridescenceThicknessMap);
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SAMPLER(sampler_IridescenceThicknessMap);
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TEXTURE2D(_SubsurfaceMaskMap);
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SAMPLER(sampler_SubsurfaceMaskMap);
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TEXTURE2D(_ThicknessMap);
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SAMPLER(sampler_ThicknessMap);
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER(sampler_EmissiveColorMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float4 _BaseColorMap_ST;
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float4 _BaseColorMap_TexelSize;
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float4 _BaseColorMap_MipInfo;
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float _BaseColorMapUV;
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float _BaseColorMapUVLocal;
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float _Metallic;
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float _MetallicUseMap;
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float _MetallicMapUV;
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float _MetallicMapUVLocal;
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float4 _MetallicMap_ST;
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float4 _MetallicMap_TexelSize;
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float4 _MetallicMap_MipInfo;
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float4 _MetallicMapChannelMask;
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float4 _MetallicRange;
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float _DielectricIor;
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float _SmoothnessA;
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float _SmoothnessAUseMap;
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float _SmoothnessAMapUV;
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float _SmoothnessAMapUVLocal;
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float4 _SmoothnessAMap_ST;
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float4 _SmoothnessAMap_TexelSize;
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float4 _SmoothnessAMap_MipInfo;
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float4 _SmoothnessAMapChannelMask;
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float4 _SmoothnessARange;
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float4 _DebugEnvLobeMask;
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float4 _DebugLobeMask;
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float4 _DebugAniso;
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float _NormalScale;
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float _NormalMapUV;
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float _NormalMapUVLocal;
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float _NormalMapObjSpace;
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float4 _NormalMap_ST;
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float4 _NormalMap_TexelSize;
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float4 _NormalMap_MipInfo;
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float _AmbientOcclusion;
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float _AmbientOcclusionUseMap;
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float _AmbientOcclusionMapUV;
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float _AmbientOcclusionMapUVLocal;
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float4 _AmbientOcclusionMap_ST;
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float4 _AmbientOcclusionMap_TexelSize;
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float4 _AmbientOcclusionMap_MipInfo;
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float4 _AmbientOcclusionMapChannelMask;
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float4 _AmbientOcclusionRange;
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float _SmoothnessB;
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float _SmoothnessBUseMap;
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float _SmoothnessBMapUV;
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float _SmoothnessBMapUVLocal;
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float4 _SmoothnessBMap_ST;
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float4 _SmoothnessBMap_TexelSize;
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float4 _SmoothnessBMap_MipInfo;
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float4 _SmoothnessBMapChannelMask;
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float4 _SmoothnessBRange;
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float _LobeMix;
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float _Anisotropy;
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float _AnisotropyUseMap;
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float _AnisotropyMapUV;
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float _AnisotropyMapUVLocal;
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float4 _AnisotropyMap_ST;
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float4 _AnisotropyMap_TexelSize;
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float4 _AnisotropyMap_MipInfo;
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float4 _AnisotropyMapChannelMask;
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float4 _AnisotropyRange;
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float _CoatSmoothness;
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float _CoatSmoothnessUseMap;
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float _CoatSmoothnessMapUV;
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float _CoatSmoothnessMapUVLocal;
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float4 _CoatSmoothnessMap_ST;
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float4 _CoatSmoothnessMap_TexelSize;
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float4 _CoatSmoothnessMap_MipInfo;
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float4 _CoatSmoothnessMapChannelMask;
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float4 _CoatSmoothnessRange;
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float _CoatIor;
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float _CoatThickness;
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float3 _CoatExtinction;
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float _CoatNormalScale;
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float _CoatNormalMapUV;
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float _CoatNormalMapUVLocal;
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float _CoatNormalMapObjSpace;
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float4 _CoatNormalMap_ST;
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float4 _CoatNormalMap_TexelSize;
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float4 _CoatNormalMap_MipInfo;
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float _IridescenceThickness;
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float _IridescenceThicknessUseMap;
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float _IridescenceThicknessMapUV;
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float _IridescenceThicknessMapUVLocal;
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float4 _IridescenceThicknessMap_ST;
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float4 _IridescenceThicknessMap_TexelSize;
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float4 _IridescenceThicknessMap_MipInfo;
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float4 _IridescenceThicknessMapChannelMask;
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float4 _IridescenceThicknessRange;
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float _IridescenceIor;
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int _DiffusionProfile;
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float _SubsurfaceMask;
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float _SubsurfaceMaskUseMap;
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float _SubsurfaceMaskMapUV;
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float _SubsurfaceMaskMapUVLocal;
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float4 _SubsurfaceMaskMap_ST;
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float4 _SubsurfaceMaskMap_TexelSize;
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float4 _SubsurfaceMaskMap_MipInfo;
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float4 _SubsurfaceMaskMapChannelMask;
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float4 _SubsurfaceMaskRange;
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float _Thickness;
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float _ThicknessUseMap;
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float _ThicknessMapUV;
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float _ThicknessMapUVLocal;
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float4 _ThicknessMap_ST;
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float4 _ThicknessMap_TexelSize;
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float4 _ThicknessMap_MipInfo;
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float4 _ThicknessMapChannelMask;
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float4 _ThicknessRange;
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float3 _EmissiveColor;
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float4 _EmissiveColorMap_ST;
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float4 _EmissiveColorMap_TexelSize;
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float4 _EmissiveColorMap_MipInfo;
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float _EmissiveColorMapUV;
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float _EmissiveColorMapUVLocal;
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float _AlbedoAffectEmissive;
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float _GeometricNormalFilteringEnabled;
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float _TextureNormalFilteringEnabled;
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float _SpecularAntiAliasingScreenSpaceVariance;
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float _SpecularAntiAliasingThreshold;
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float _AlphaCutoff;
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float4 _DoubleSidedConstants;
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float _DistortionScale;
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float _DistortionVectorScale;
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float _DistortionVectorBias;
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float _DistortionBlurScale;
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float _DistortionBlurRemapMin;
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float _DistortionBlurRemapMax;
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
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// TODO: Fix the code in legacy unity so we can customize the behavior for GI
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float3 _EmissionColor;
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CBUFFER_END
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