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
236 行
6.1 KiB
236 行
6.1 KiB
// ===========================================================================
|
|
// WARNING:
|
|
// On PS4, texture/sampler declarations need to be outside of CBuffers
|
|
// Otherwise those parameters are not bound correctly at runtime.
|
|
// ===========================================================================
|
|
|
|
TEXTURE2D(_DistortionVectorMap);
|
|
SAMPLER2D(sampler_DistortionVectorMap);
|
|
|
|
TEXTURE2D(_EmissiveColorMap);
|
|
SAMPLER2D(sampler_EmissiveColorMap);
|
|
|
|
#ifndef LAYERED_LIT_SHADER
|
|
|
|
TEXTURE2D(_DiffuseLightingMap);
|
|
SAMPLER2D(sampler_DiffuseLightingMap);
|
|
|
|
TEXTURE2D(_BaseColorMap);
|
|
SAMPLER2D(sampler_BaseColorMap);
|
|
|
|
TEXTURE2D(_MaskMap);
|
|
SAMPLER2D(sampler_MaskMap);
|
|
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map
|
|
SAMPLER2D(sampler_BentNormalMap);
|
|
|
|
TEXTURE2D(_NormalMap);
|
|
SAMPLER2D(sampler_NormalMap);
|
|
TEXTURE2D(_NormalMapOS);
|
|
SAMPLER2D(sampler_NormalMapOS);
|
|
|
|
TEXTURE2D(_DetailMap);
|
|
SAMPLER2D(sampler_DetailMap);
|
|
|
|
TEXTURE2D(_HeightMap);
|
|
SAMPLER2D(sampler_HeightMap);
|
|
|
|
TEXTURE2D(_TangentMap);
|
|
SAMPLER2D(sampler_TangentMap);
|
|
TEXTURE2D(_TangentMapOS);
|
|
SAMPLER2D(sampler_TangentMapOS);
|
|
|
|
TEXTURE2D(_AnisotropyMap);
|
|
SAMPLER2D(sampler_AnisotropyMap);
|
|
|
|
TEXTURE2D(_SubsurfaceRadiusMap);
|
|
SAMPLER2D(sampler_SubsurfaceRadiusMap);
|
|
TEXTURE2D(_ThicknessMap);
|
|
SAMPLER2D(sampler_ThicknessMap);
|
|
|
|
TEXTURE2D(_SpecularColorMap);
|
|
SAMPLER2D(sampler_SpecularColorMap);
|
|
|
|
#else
|
|
|
|
// Set of users variables
|
|
#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3
|
|
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one
|
|
// mean we must declare all sampler
|
|
#define PROP_DECL_TEX2D(name)\
|
|
TEXTURE2D(MERGE_NAME(name, 0)); \
|
|
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \
|
|
TEXTURE2D(MERGE_NAME(name, 1)); \
|
|
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \
|
|
TEXTURE2D(MERGE_NAME(name, 2)); \
|
|
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \
|
|
TEXTURE2D(MERGE_NAME(name, 3)); \
|
|
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 3))
|
|
|
|
|
|
PROP_DECL_TEX2D(_BaseColorMap);
|
|
PROP_DECL_TEX2D(_MaskMap);
|
|
PROP_DECL_TEX2D(_BentNormalMap);
|
|
PROP_DECL_TEX2D(_NormalMap);
|
|
PROP_DECL_TEX2D(_NormalMapOS);
|
|
PROP_DECL_TEX2D(_HeightMap);
|
|
PROP_DECL_TEX2D(_DetailMap);
|
|
|
|
TEXTURE2D(_LayerMaskMap);
|
|
SAMPLER2D(sampler_LayerMaskMap);
|
|
TEXTURE2D(_LayerInfluenceMaskMap);
|
|
SAMPLER2D(sampler_LayerInfluenceMaskMap);
|
|
|
|
#endif
|
|
|
|
CBUFFER_START(_PerMaterial)
|
|
|
|
// shared constant between lit and layered lit
|
|
float _AlphaCutoff;
|
|
float4 _DoubleSidedConstants;
|
|
float _DistortionScale;
|
|
float _DistortionBlurScale;
|
|
float _DistortionBlurRemapMin;
|
|
float _DistortionBlurRemapMax;
|
|
|
|
float _PPDMaxSamples;
|
|
float _PPDMinSamples;
|
|
float _PPDLodThreshold;
|
|
|
|
float3 _EmissiveColor;
|
|
float _EmissiveIntensity;
|
|
float _AlbedoAffectEmissive;
|
|
|
|
float _EnableSpecularOcclusion;
|
|
|
|
// Transparency
|
|
float3 _TransmittanceColor;
|
|
float _IOR;
|
|
float _ATDistance;
|
|
float _ThicknessMultiplier;
|
|
|
|
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
|
|
// value that exist to identify if the GI emission need to be enabled.
|
|
// 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.
|
|
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
|
|
float3 _EmissionColor;
|
|
|
|
float4 _InvPrimScale; // Only XY are used
|
|
|
|
// Wind
|
|
float _InitialBend;
|
|
float _Stiffness;
|
|
float _Drag;
|
|
float _ShiverDrag;
|
|
float _ShiverDirectionality;
|
|
|
|
#ifndef LAYERED_LIT_SHADER
|
|
|
|
// Set of users variables
|
|
float4 _BaseColor;
|
|
float4 _BaseColorMap_ST;
|
|
|
|
float _Metallic;
|
|
float _Smoothness;
|
|
float _SmoothnessRemapMin;
|
|
float _SmoothnessRemapMax;
|
|
|
|
float _NormalScale;
|
|
|
|
float4 _DetailMap_ST;
|
|
float _DetailAlbedoScale;
|
|
float _DetailNormalScale;
|
|
float _DetailSmoothnessScale;
|
|
|
|
float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader
|
|
|
|
float _HeightAmplitude;
|
|
float _HeightCenter;
|
|
|
|
float _Anisotropy;
|
|
|
|
int _SubsurfaceProfile;
|
|
float _SubsurfaceRadius;
|
|
float _Thickness;
|
|
|
|
float _CoatCoverage;
|
|
float _CoatIOR;
|
|
|
|
float4 _SpecularColor;
|
|
|
|
float _TexWorldScale;
|
|
float _InvTilingScale;
|
|
float4 _UVMappingMask;
|
|
float4 _UVDetailsMappingMask;
|
|
float _LinkDetailsWithBase;
|
|
|
|
#else // LAYERED_LIT_SHADER
|
|
|
|
// Set of users variables
|
|
PROP_DECL(float4, _BaseColor);
|
|
float4 _BaseColorMap0_ST;
|
|
float4 _BaseColorMap1_ST;
|
|
float4 _BaseColorMap2_ST;
|
|
float4 _BaseColorMap3_ST;
|
|
|
|
PROP_DECL(float, _Metallic);
|
|
PROP_DECL(float, _Smoothness);
|
|
PROP_DECL(float, _SmoothnessRemapMin);
|
|
PROP_DECL(float, _SmoothnessRemapMax);
|
|
PROP_DECL(float, _NormalScale);
|
|
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader
|
|
|
|
float4 _HeightMap0_TexelSize;
|
|
float4 _HeightMap1_TexelSize;
|
|
float4 _HeightMap2_TexelSize;
|
|
float4 _HeightMap3_TexelSize;
|
|
|
|
float4 _DetailMap0_ST;
|
|
float4 _DetailMap1_ST;
|
|
float4 _DetailMap2_ST;
|
|
float4 _DetailMap3_ST;
|
|
PROP_DECL(float, _UVDetail);
|
|
PROP_DECL(float, _DetailAlbedoScale);
|
|
PROP_DECL(float, _DetailNormalScale);
|
|
PROP_DECL(float, _DetailSmoothnessScale);
|
|
|
|
PROP_DECL(float, _HeightAmplitude);
|
|
PROP_DECL(float, _HeightCenter);
|
|
|
|
PROP_DECL(float, _OpacityAsDensity);
|
|
float _InheritBaseNormal1;
|
|
float _InheritBaseNormal2;
|
|
float _InheritBaseNormal3;
|
|
float _InheritBaseHeight1;
|
|
float _InheritBaseHeight2;
|
|
float _InheritBaseHeight3;
|
|
float _InheritBaseColor1;
|
|
float _InheritBaseColor2;
|
|
float _InheritBaseColor3;
|
|
PROP_DECL(float, _HeightOffset);
|
|
float _HeightTransition;
|
|
|
|
float4 _LayerMaskMap_ST;
|
|
float _TexWorldScaleBlendMask;
|
|
PROP_DECL(float, _TexWorldScale);
|
|
PROP_DECL(float, _InvTilingScale);
|
|
float4 _UVMappingMaskBlendMask;
|
|
PROP_DECL(float4, _UVMappingMask);
|
|
PROP_DECL(float4, _UVDetailsMappingMask);
|
|
PROP_DECL(float, _LinkDetailsWithBase);
|
|
|
|
#endif // LAYERED_LIT_SHADER
|
|
|
|
// Tessellation specific
|
|
|
|
#ifdef TESSELLATION_ON
|
|
float _TessellationFactor;
|
|
float _TessellationFactorMinDistance;
|
|
float _TessellationFactorMaxDistance;
|
|
float _TessellationFactorTriangleSize;
|
|
float _TessellationShapeFactor;
|
|
float _TessellationBackFaceCullEpsilon;
|
|
float _TessellationObjectScale;
|
|
float _TessellationTilingScale;
|
|
#endif
|
|
|
|
CBUFFER_END
|