您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
392 行
20 KiB
392 行
20 KiB
void ADD_IDX(ComputeLayerTexCoord)( // Uv related parameters
|
|
float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetails,
|
|
// scale and bias for base and detail + global tiling factor (for layered lit only)
|
|
float2 texScale, float2 texBias, float2 texScaleDetails, float2 texBiasDetails, float additionalTiling, float linkDetailsWithBase,
|
|
// parameter for planar/triplanar
|
|
float3 positionRWS, float worldScale,
|
|
// mapping type and output
|
|
int mappingType, inout LayerTexCoord layerTexCoord)
|
|
{
|
|
// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)
|
|
float2 uvBase = uvMappingMask.x * texCoord0 +
|
|
uvMappingMask.y * texCoord1 +
|
|
uvMappingMask.z * texCoord2 +
|
|
uvMappingMask.w * texCoord3;
|
|
|
|
// Only used with layered, allow to have additional tiling
|
|
uvBase *= additionalTiling.xx;
|
|
|
|
|
|
float2 uvDetails = uvMappingMaskDetails.x * texCoord0 +
|
|
uvMappingMaskDetails.y * texCoord1 +
|
|
uvMappingMaskDetails.z * texCoord2 +
|
|
uvMappingMaskDetails.w * texCoord3;
|
|
|
|
uvDetails *= additionalTiling.xx;
|
|
|
|
// If base is planar/triplanar then detail map is forced to be planar/triplanar
|
|
ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType;
|
|
ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS;
|
|
// Copy data for the uvmapping
|
|
ADD_IDX(layerTexCoord.details).triplanarWeights = ADD_IDX(layerTexCoord.base).triplanarWeights = layerTexCoord.triplanarWeights;
|
|
|
|
// TODO: Currently we only handle world planar/triplanar but we may want local planar/triplanar.
|
|
// In this case both position and normal need to be convert to object space.
|
|
|
|
// planar/triplanar
|
|
float2 uvXZ;
|
|
float2 uvXY;
|
|
float2 uvZY;
|
|
|
|
GetTriplanarCoordinate(GetAbsolutePositionWS(positionRWS) * worldScale, uvXZ, uvXY, uvZY);
|
|
|
|
// Planar is just XZ of triplanar
|
|
if (mappingType == UV_MAPPING_PLANAR)
|
|
{
|
|
uvBase = uvDetails = uvXZ;
|
|
}
|
|
|
|
// Apply tiling options
|
|
ADD_IDX(layerTexCoord.base).uv = uvBase * texScale + texBias;
|
|
// Detail map tiling option inherit from the tiling of the base
|
|
ADD_IDX(layerTexCoord.details).uv = uvDetails * texScaleDetails + texBiasDetails;
|
|
if (linkDetailsWithBase > 0.0)
|
|
{
|
|
ADD_IDX(layerTexCoord.details).uv = ADD_IDX(layerTexCoord.details).uv * texScale + texBias;
|
|
}
|
|
|
|
ADD_IDX(layerTexCoord.base).uvXZ = uvXZ * texScale + texBias;
|
|
ADD_IDX(layerTexCoord.base).uvXY = uvXY * texScale + texBias;
|
|
ADD_IDX(layerTexCoord.base).uvZY = uvZY * texScale + texBias;
|
|
|
|
ADD_IDX(layerTexCoord.details).uvXZ = uvXZ * texScaleDetails + texBiasDetails;
|
|
ADD_IDX(layerTexCoord.details).uvXY = uvXY * texScaleDetails + texBiasDetails;
|
|
ADD_IDX(layerTexCoord.details).uvZY = uvZY * texScaleDetails + texBiasDetails;
|
|
|
|
if (linkDetailsWithBase > 0.0)
|
|
{
|
|
ADD_IDX(layerTexCoord.details).uvXZ = ADD_IDX(layerTexCoord.details).uvXZ * texScale + texBias;
|
|
ADD_IDX(layerTexCoord.details).uvXY = ADD_IDX(layerTexCoord.details).uvXY * texScale + texBias;
|
|
ADD_IDX(layerTexCoord.details).uvZY = ADD_IDX(layerTexCoord.details).uvZY * texScale + texBias;
|
|
}
|
|
|
|
|
|
#ifdef SURFACE_GRADIENT
|
|
// This part is only relevant for normal mapping with UV_MAPPING_UVSET
|
|
// Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context
|
|
ADD_IDX(layerTexCoord.base).tangentWS = uvMappingMask.x * layerTexCoord.vertexTangentWS0 +
|
|
uvMappingMask.y * layerTexCoord.vertexTangentWS1 +
|
|
uvMappingMask.z * layerTexCoord.vertexTangentWS2 +
|
|
uvMappingMask.w * layerTexCoord.vertexTangentWS3;
|
|
|
|
ADD_IDX(layerTexCoord.base).bitangentWS = uvMappingMask.x * layerTexCoord.vertexBitangentWS0 +
|
|
uvMappingMask.y * layerTexCoord.vertexBitangentWS1 +
|
|
uvMappingMask.z * layerTexCoord.vertexBitangentWS2 +
|
|
uvMappingMask.w * layerTexCoord.vertexBitangentWS3;
|
|
|
|
ADD_IDX(layerTexCoord.details).tangentWS = uvMappingMaskDetails.x * layerTexCoord.vertexTangentWS0 +
|
|
uvMappingMaskDetails.y * layerTexCoord.vertexTangentWS1 +
|
|
uvMappingMaskDetails.z * layerTexCoord.vertexTangentWS2 +
|
|
uvMappingMaskDetails.w * layerTexCoord.vertexTangentWS3;
|
|
|
|
ADD_IDX(layerTexCoord.details).bitangentWS = uvMappingMaskDetails.x * layerTexCoord.vertexBitangentWS0 +
|
|
uvMappingMaskDetails.y * layerTexCoord.vertexBitangentWS1 +
|
|
uvMappingMaskDetails.z * layerTexCoord.vertexBitangentWS2 +
|
|
uvMappingMaskDetails.w * layerTexCoord.vertexBitangentWS3;
|
|
#endif
|
|
}
|
|
|
|
// Caution: Duplicate from GetBentNormalTS - keep in sync!
|
|
float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask)
|
|
{
|
|
float3 normalTS;
|
|
|
|
#ifdef _NORMALMAP_IDX
|
|
#ifdef _NORMALMAP_TANGENT_SPACE_IDX
|
|
normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale));
|
|
#else // Object space
|
|
// We forbid scale in case of object space as it make no sense
|
|
// To be able to combine object space normal with detail map then later we will re-transform it to world space.
|
|
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
|
|
#ifdef SURFACE_GRADIENT
|
|
// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
|
|
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
|
|
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
|
|
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
|
|
#else
|
|
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
|
|
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DETAIL_MAP_IDX
|
|
#ifdef SURFACE_GRADIENT
|
|
normalTS += detailNormalTS * detailMask;
|
|
#else
|
|
normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask);
|
|
#endif
|
|
#endif
|
|
#else
|
|
#ifdef SURFACE_GRADIENT
|
|
normalTS = float3(0.0, 0.0, 0.0); // No gradient
|
|
#else
|
|
normalTS = float3(0.0, 0.0, 1.0);
|
|
#endif
|
|
#endif
|
|
|
|
return normalTS;
|
|
}
|
|
|
|
// Caution: Duplicate from GetNormalTS - keep in sync!
|
|
float3 ADD_IDX(GetBentNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 normalTS, float3 detailNormalTS, float detailMask)
|
|
{
|
|
float3 bentNormalTS;
|
|
|
|
#ifdef _BENTNORMALMAP_IDX
|
|
#ifdef _NORMALMAP_TANGENT_SPACE_IDX
|
|
bentNormalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_BentNormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale));
|
|
#else // Object space
|
|
// We forbid scale in case of object space as it make no sense
|
|
// To be able to combine object space normal with detail map then later we will re-transform it to world space.
|
|
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
|
|
#ifdef SURFACE_GRADIENT
|
|
// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
|
|
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_BentNormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
|
|
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
|
|
bentNormalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
|
|
#else
|
|
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_BentNormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
|
|
bentNormalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DETAIL_MAP_IDX
|
|
#ifdef SURFACE_GRADIENT
|
|
bentNormalTS += detailNormalTS * detailMask;
|
|
#else
|
|
bentNormalTS = lerp(bentNormalTS, BlendNormalRNM(bentNormalTS, detailNormalTS), detailMask);
|
|
#endif
|
|
#endif
|
|
#else
|
|
// If there is no bent normal map provided, fallback on regular normal map
|
|
bentNormalTS = normalTS;
|
|
#endif
|
|
|
|
return bentNormalTS;
|
|
}
|
|
|
|
// Return opacity
|
|
float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS, out float3 bentNormalTS)
|
|
{
|
|
float alpha = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a;
|
|
|
|
// Perform alha test very early to save performance (a killed pixel will not sample textures)
|
|
#if defined(_ALPHATEST_ON) && !defined(LAYERED_LIT_SHADER)
|
|
float alphaCutoff = _AlphaCutoff;
|
|
#ifdef CUTOFF_TRANSPARENT_DEPTH_PREPASS
|
|
alphaCutoff = _AlphaCutoffPrepass;
|
|
#elif defined(CUTOFF_TRANSPARENT_DEPTH_POSTPASS)
|
|
alphaCutoff = _AlphaCutoffPostpass;
|
|
#endif
|
|
DoAlphaTest(alpha, alphaCutoff);
|
|
#endif
|
|
|
|
float3 detailNormalTS = float3(0.0, 0.0, 0.0);
|
|
float detailMask = 0.0;
|
|
#ifdef _DETAIL_MAP_IDX
|
|
detailMask = 1.0;
|
|
#ifdef _MASKMAP_IDX
|
|
detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b;
|
|
#endif
|
|
float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb;
|
|
float detailAlbedo = detailAlbedoAndSmoothness.r * 2.0 - 1.0;
|
|
float detailSmoothness = detailAlbedoAndSmoothness.g * 2.0 - 1.0;
|
|
// Resample the detail map but this time for the normal map. This call should be optimize by the compiler
|
|
// We split both call due to trilinear mapping
|
|
detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale));
|
|
#endif
|
|
|
|
surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb;
|
|
#ifdef _DETAIL_MAP_IDX
|
|
|
|
// Goal: we want the detail albedo map to be able to darken down to black and brighten up to white the surface albedo.
|
|
// The scale control the speed of the gradient. We simply remap detailAlbedo from [0..1] to [-1..1] then perform a lerp to black or white
|
|
// with a factor based on speed.
|
|
// For base color we interpolate in sRGB space (approximate here as square) as it get a nicer perceptual gradient
|
|
float albedoDetailSpeed = saturate(abs(detailAlbedo) * ADD_IDX(_DetailAlbedoScale));
|
|
float3 baseColorOverlay = lerp(sqrt(surfaceData.baseColor), (detailAlbedo < 0.0) ? float3(0.0, 0.0, 0.0) : float3(1.0, 1.0, 1.0), albedoDetailSpeed * albedoDetailSpeed);
|
|
baseColorOverlay *= baseColorOverlay;
|
|
// Lerp with details mask
|
|
surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask);
|
|
#endif
|
|
|
|
surfaceData.specularOcclusion = 1.0; // Will be setup outside of this function
|
|
|
|
surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this to keep quiet the compiler, but this is overriden later (0, 0, 0) so if we forget to override the compiler may comply.
|
|
|
|
normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask);
|
|
bentNormalTS = ADD_IDX(GetBentNormalTS)(input, layerTexCoord, normalTS, detailNormalTS, detailMask);
|
|
|
|
#if defined(_MASKMAP_IDX)
|
|
surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
|
|
surfaceData.perceptualSmoothness = lerp(ADD_IDX(_SmoothnessRemapMin), ADD_IDX(_SmoothnessRemapMax), surfaceData.perceptualSmoothness);
|
|
#else
|
|
surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
|
|
#endif
|
|
|
|
#ifdef _DETAIL_MAP_IDX
|
|
// See comment for baseColorOverlay
|
|
float smoothnessDetailSpeed = saturate(abs(detailSmoothness) * ADD_IDX(_DetailSmoothnessScale));
|
|
float smoothnessOverlay = lerp(surfaceData.perceptualSmoothness, (detailSmoothness < 0.0) ? 0.0 : 1.0, smoothnessDetailSpeed);
|
|
// Lerp with details mask
|
|
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask);
|
|
#endif
|
|
|
|
// MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness
|
|
#ifdef _MASKMAP_IDX
|
|
surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
|
|
surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g;
|
|
surfaceData.ambientOcclusion = lerp(ADD_IDX(_AORemapMin), ADD_IDX(_AORemapMax), surfaceData.ambientOcclusion);
|
|
#else
|
|
surfaceData.metallic = 1.0;
|
|
surfaceData.ambientOcclusion = 1.0;
|
|
#endif
|
|
surfaceData.metallic *= ADD_IDX(_Metallic);
|
|
|
|
surfaceData.diffusionProfile = ADD_IDX(_DiffusionProfile);
|
|
surfaceData.subsurfaceMask = ADD_IDX(_SubsurfaceMask);
|
|
|
|
#ifdef _SUBSURFACE_MASK_MAP_IDX
|
|
surfaceData.subsurfaceMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceMaskMap), SAMPLER_SUBSURFACE_MASK_MAP_IDX, ADD_IDX(layerTexCoord.base)).r;
|
|
#endif
|
|
|
|
#ifdef _THICKNESSMAP_IDX
|
|
surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
|
|
surfaceData.thickness = ADD_IDX(_ThicknessRemap).x + ADD_IDX(_ThicknessRemap).y * surfaceData.thickness;
|
|
#else
|
|
surfaceData.thickness = ADD_IDX(_Thickness);
|
|
#endif
|
|
|
|
// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
|
|
#if !defined(LAYERED_LIT_SHADER)
|
|
|
|
// These static material feature allow compile time optimization
|
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
|
#endif
|
|
|
|
#ifdef _TANGENTMAP
|
|
#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
|
|
float3 tangentTS = SAMPLE_UVMAPPING_NORMALMAP(_TangentMap, sampler_TangentMap, layerTexCoord.base, 1.0);
|
|
surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.worldToTangent);
|
|
#else // Object space
|
|
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
|
|
float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0);
|
|
surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS);
|
|
#endif
|
|
#else
|
|
surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
|
|
#endif
|
|
|
|
#ifdef _ANISOTROPYMAP
|
|
surfaceData.anisotropy = SAMPLE_UVMAPPING_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, layerTexCoord.base).r;
|
|
#else
|
|
surfaceData.anisotropy = 1.0;
|
|
#endif
|
|
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
|
|
|
|
surfaceData.specularColor = _SpecularColor.rgb;
|
|
#ifdef _SPECULARCOLORMAP
|
|
surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
|
// Require to have setup baseColor
|
|
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
|
|
surfaceData.baseColor *= _EnergyConservingSpecularColor > 0.0 ? (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)) : 1.0;
|
|
#endif
|
|
|
|
#if HAS_REFRACTION
|
|
surfaceData.ior = _Ior;
|
|
surfaceData.transmittanceColor = _TransmittanceColor;
|
|
#ifdef _TRANSMITTANCECOLORMAP
|
|
surfaceData.transmittanceColor *= SAMPLE_UVMAPPING_TEXTURE2D(_TransmittanceColorMap, sampler_TransmittanceColorMap, ADD_IDX(layerTexCoord.base)).rgb;
|
|
#endif
|
|
|
|
surfaceData.atDistance = _ATDistance;
|
|
// Thickness already defined with SSS (from both thickness and thicknessMap)
|
|
surfaceData.thickness *= _ThicknessMultiplier;
|
|
// Rough refraction don't use opacity. Instead we use opacity as a transmittance mask.
|
|
surfaceData.transmittanceMask = 1.0 - alpha;
|
|
alpha = 1.0;
|
|
#else
|
|
surfaceData.ior = 1.0;
|
|
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
|
|
surfaceData.atDistance = 1.0;
|
|
surfaceData.transmittanceMask = 0.0;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
|
|
surfaceData.coatMask = _CoatMask;
|
|
// To shader feature for keyword to limit the variant
|
|
surfaceData.coatMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_CoatMaskMap), ADD_ZERO_IDX(sampler_CoatMaskMap), ADD_IDX(layerTexCoord.base)).r;
|
|
#else
|
|
surfaceData.coatMask = 0.0;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
|
#ifdef _IRIDESCENCE_THICKNESSMAP
|
|
surfaceData.iridescenceThickness = SAMPLE_UVMAPPING_TEXTURE2D(_IridescenceThicknessMap, sampler_IridescenceThicknessMap, layerTexCoord.base).r;
|
|
surfaceData.iridescenceThickness = _IridescenceThicknessRemap.x + _IridescenceThicknessRemap.y * surfaceData.iridescenceThickness;
|
|
#else
|
|
surfaceData.iridescenceThickness = _IridescenceThickness;
|
|
#endif
|
|
surfaceData.iridescenceMask = _IridescenceMask;
|
|
surfaceData.iridescenceMask *= SAMPLE_UVMAPPING_TEXTURE2D(_IridescenceMaskMap, sampler_IridescenceMaskMap, layerTexCoord.base).r;
|
|
#else
|
|
surfaceData.iridescenceThickness = 0.0;
|
|
surfaceData.iridescenceMask = 0.0;
|
|
#endif
|
|
|
|
#else // #if !defined(LAYERED_LIT_SHADER)
|
|
|
|
// Mandatory to setup value to keep compiler quiet
|
|
|
|
// Layered shader material feature are define outside of this call
|
|
surfaceData.materialFeatures = 0;
|
|
|
|
// All these parameters are ignore as they are re-setup outside of the layers function
|
|
// Note: any parameters set here must also be set in GetSurfaceAndBuiltinData() layer version
|
|
surfaceData.tangentWS = float3(0.0, 0.0, 0.0);
|
|
surfaceData.anisotropy = 0.0;
|
|
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
|
|
surfaceData.iridescenceThickness = 0.0;
|
|
surfaceData.iridescenceMask = 0.0;
|
|
surfaceData.coatMask = 0.0;
|
|
|
|
// Transparency
|
|
surfaceData.ior = 1.0;
|
|
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
|
|
surfaceData.atDistance = 1000000.0;
|
|
surfaceData.transmittanceMask = 0.0;
|
|
|
|
#endif // #if !defined(LAYERED_LIT_SHADER)
|
|
|
|
return alpha;
|
|
}
|