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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 positionWS, 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(positionWS) * 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;
float detailSmoothness = detailAlbedoAndSmoothness.g;
// 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
// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float3 baseColorOverlay = (detailAlbedo < 0.5) ?
surfaceData.baseColor * PositivePow(2.0 * detailAlbedo, ADD_IDX(_DetailAlbedoScale)) :
1.0 - (1.0 - surfaceData.baseColor) * PositivePow(2.0 * (1.0 - detailAlbedo), ADD_IDX(_DetailAlbedoScale));
// 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
// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float smoothnessOverlay = (detailSmoothness < 0.5) ?
surfaceData.perceptualSmoothness * PositivePow(2.0 * detailSmoothness, ADD_IDX(_DetailSmoothnessScale)) :
1.0 - (1.0 - surfaceData.perceptualSmoothness) * PositivePow(2.0 * (1.0 - detailSmoothness), ADD_IDX(_DetailSmoothnessScale));
// 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_MASKMAP_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
// TEMP: The UI must control if we have transmission or not.
// Currently until we update the UI, this is control in the diffusion profile
uint transmissionMode = BitFieldExtract(asuint(_TransmissionFlags), 2u * surfaceData.diffusionProfile, 2u);
// Caution: Because of this dynamic test we don't know anymore statically if we have transmission, which mess with performance.
// in deferred case as we still have both sss and transmission until we update the UI it should be the same perf
if (transmissionMode != TRANSMISSION_MODE_NONE)
{
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(ADD_IDX(_TransmittanceColorMap), ADD_ZERO_IDX(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
surfaceData.coatMask = _CoatMask;
surfaceData.thicknessIrid = 0.0;
#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.thicknessIrid = 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;
}