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24 行
1012 B
24 行
1012 B
//-------------------------------------------------------------------------------------
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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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void GetSurfaceData(float2 texCoordDS, out DecalSurfaceData surfaceData)
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{
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surfaceData.baseColor = float4(0,0,0,0);
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surfaceData.normalWS = float4(0,0,0,0);
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float totalBlend = _DecalBlend;
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#if _COLORMAP
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surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
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totalBlend *= surfaceData.baseColor.w;
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surfaceData.baseColor.w = totalBlend;
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#endif
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UVMapping texCoord;
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ZERO_INITIALIZE(UVMapping, texCoord);
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texCoord.uv = texCoordDS.xy;
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#if _NORMALMAP
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surfaceData.normalWS.xyz = mul((float3x3)_DecalToWorldR, SAMPLE_UVMAPPING_NORMALMAP(_NormalMap, sampler_NormalMap, texCoord, 1)) * 0.5f + 0.5f;
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surfaceData.normalWS.w = totalBlend;
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#endif
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}
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