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//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Lit/LitBuiltinData.hlsl"
#include "../Decal/DecalUtilities.hlsl"
#include "TerrainLitSplatCommon.hlsl"
#include "TerrainLitDataMeshModification.hlsl"
void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
{
float3 normalOS = SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_Control0, (input.texCoord0 + 0.5f) * _TerrainHeightmapRecipSize.xy).rgb * 2 - 1;
float3 normalWS = mul((float3x3)GetObjectToWorldMatrix(), normalOS);
float3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
float renormFactor = 1.0 / length(normalWS);
// bitangent on the fly option in xnormal to reduce vertex shader outputs.
// this is the mikktspace transformation (must use unnormalized attributes)
float3x3 worldToTangent = CreateWorldToTangent(normalWS, tangentWS.xyz, 1);
// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
input.worldToTangent[0] = worldToTangent[0] * renormFactor;
input.worldToTangent[1] = worldToTangent[1] * renormFactor;
input.worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal
input.texCoord0 *= _TerrainHeightmapRecipSize.zw;
}
#endif
// terrain lightmap uvs are always taken from uv0
input.texCoord1 = input.texCoord2 = input.texCoord0;
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
float3 normalTS;
TerrainSplatBlend(input.texCoord0, input.worldToTangent[0], input.worldToTangent[1],
surfaceData.baseColor, normalTS, surfaceData.perceptualSmoothness, surfaceData.metallic, surfaceData.ambientOcclusion);
surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. Tag: SURFACE_GRADIENT
surfaceData.subsurfaceMask = 0;
surfaceData.thickness = 1;
surfaceData.diffusionProfile = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
// Init other parameters
surfaceData.anisotropy = 0.0;
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
surfaceData.coatMask = 0.0;
surfaceData.iridescenceThickness = 0.0;
surfaceData.iridescenceMask = 0.0;
// Transparency parameters
// Use thickness from SSS
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
surfaceData.transmittanceMask = 0.0;
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
float3 bentNormalWS = surfaceData.normalWS;
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
#ifdef _MASKMAP
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(surfaceData.normalWS, V), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = 1.0;
#endif
#ifndef _DISABLE_DBUFFER
float alpha = 1;
AddDecalContribution(posInput, surfaceData, alpha);
#endif
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif
GetBuiltinData(input, surfaceData, 1, bentNormalWS, 0, builtinData);
}