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377 行
19 KiB
377 行
19 KiB
void ADD_IDX(ComputeLayerTexCoord)( // Uv related parameters
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float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetails,
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// scale and bias for base and detail + global tiling factor (for layered lit only)
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float2 texScale, float2 texBias, float2 texScaleDetails, float2 texBiasDetails, float additionalTiling, float linkDetailsWithBase,
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// parameter for planar/triplanar
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float3 positionWS, float worldScale,
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// mapping type and output
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int mappingType, inout LayerTexCoord layerTexCoord)
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{
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// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)
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float2 uvBase = uvMappingMask.x * texCoord0 +
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uvMappingMask.y * texCoord1 +
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uvMappingMask.z * texCoord2 +
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uvMappingMask.w * texCoord3;
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// Only used with layered, allow to have additional tiling
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uvBase *= additionalTiling.xx;
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float2 uvDetails = uvMappingMaskDetails.x * texCoord0 +
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uvMappingMaskDetails.y * texCoord1 +
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uvMappingMaskDetails.z * texCoord2 +
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uvMappingMaskDetails.w * texCoord3;
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uvDetails *= additionalTiling.xx;
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// If base is planar/triplanar then detail map is forced to be planar/triplanar
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ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType;
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ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS;
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// Copy data for the uvmapping
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ADD_IDX(layerTexCoord.details).triplanarWeights = ADD_IDX(layerTexCoord.base).triplanarWeights = layerTexCoord.triplanarWeights;
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// TODO: Currently we only handle world planar/triplanar but we may want local planar/triplanar.
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// In this case both position and normal need to be convert to object space.
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// planar/triplanar
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float2 uvXZ;
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float2 uvXY;
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float2 uvZY;
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GetTriplanarCoordinate(GetAbsolutePositionWS(positionWS) * worldScale, uvXZ, uvXY, uvZY);
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// Planar is just XZ of triplanar
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if (mappingType == UV_MAPPING_PLANAR)
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{
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uvBase = uvDetails = uvXZ;
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}
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// Apply tiling options
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ADD_IDX(layerTexCoord.base).uv = uvBase * texScale + texBias;
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// Detail map tiling option inherit from the tiling of the base
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ADD_IDX(layerTexCoord.details).uv = uvDetails * texScaleDetails + texBiasDetails;
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if (linkDetailsWithBase > 0.0)
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{
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ADD_IDX(layerTexCoord.details).uv = ADD_IDX(layerTexCoord.details).uv * texScale + texBias;
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}
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ADD_IDX(layerTexCoord.base).uvXZ = uvXZ * texScale + texBias;
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ADD_IDX(layerTexCoord.base).uvXY = uvXY * texScale + texBias;
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ADD_IDX(layerTexCoord.base).uvZY = uvZY * texScale + texBias;
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ADD_IDX(layerTexCoord.details).uvXZ = uvXZ * texScaleDetails + texBiasDetails;
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ADD_IDX(layerTexCoord.details).uvXY = uvXY * texScaleDetails + texBiasDetails;
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ADD_IDX(layerTexCoord.details).uvZY = uvZY * texScaleDetails + texBiasDetails;
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if (linkDetailsWithBase > 0.0)
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{
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ADD_IDX(layerTexCoord.details).uvXZ = ADD_IDX(layerTexCoord.details).uvXZ * texScale + texBias;
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ADD_IDX(layerTexCoord.details).uvXY = ADD_IDX(layerTexCoord.details).uvXY * texScale + texBias;
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ADD_IDX(layerTexCoord.details).uvZY = ADD_IDX(layerTexCoord.details).uvZY * texScale + texBias;
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}
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#ifdef SURFACE_GRADIENT
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// This part is only relevant for normal mapping with UV_MAPPING_UVSET
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// Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context
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ADD_IDX(layerTexCoord.base).tangentWS = uvMappingMask.x * layerTexCoord.vertexTangentWS0 +
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uvMappingMask.y * layerTexCoord.vertexTangentWS1 +
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uvMappingMask.z * layerTexCoord.vertexTangentWS2 +
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uvMappingMask.w * layerTexCoord.vertexTangentWS3;
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ADD_IDX(layerTexCoord.base).bitangentWS = uvMappingMask.x * layerTexCoord.vertexBitangentWS0 +
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uvMappingMask.y * layerTexCoord.vertexBitangentWS1 +
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uvMappingMask.z * layerTexCoord.vertexBitangentWS2 +
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uvMappingMask.w * layerTexCoord.vertexBitangentWS3;
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ADD_IDX(layerTexCoord.details).tangentWS = uvMappingMaskDetails.x * layerTexCoord.vertexTangentWS0 +
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uvMappingMaskDetails.y * layerTexCoord.vertexTangentWS1 +
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uvMappingMaskDetails.z * layerTexCoord.vertexTangentWS2 +
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uvMappingMaskDetails.w * layerTexCoord.vertexTangentWS3;
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ADD_IDX(layerTexCoord.details).bitangentWS = uvMappingMaskDetails.x * layerTexCoord.vertexBitangentWS0 +
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uvMappingMaskDetails.y * layerTexCoord.vertexBitangentWS1 +
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uvMappingMaskDetails.z * layerTexCoord.vertexBitangentWS2 +
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uvMappingMaskDetails.w * layerTexCoord.vertexBitangentWS3;
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#endif
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}
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// Caution: Duplicate from GetBentNormalTS - keep in sync!
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float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask)
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{
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float3 normalTS;
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#ifdef _NORMALMAP_IDX
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#ifdef _NORMALMAP_TANGENT_SPACE_IDX
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normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale));
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#else // Object space
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// We forbid scale in case of object space as it make no sense
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// To be able to combine object space normal with detail map then later we will re-transform it to world space.
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// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
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#ifdef SURFACE_GRADIENT
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// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
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float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
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// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
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normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
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#else
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float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
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normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
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#endif
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#endif
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#ifdef _DETAIL_MAP_IDX
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#ifdef SURFACE_GRADIENT
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normalTS += detailNormalTS * detailMask;
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#else
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normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask);
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#endif
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#endif
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#else
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#ifdef SURFACE_GRADIENT
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normalTS = float3(0.0, 0.0, 0.0); // No gradient
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#else
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normalTS = float3(0.0, 0.0, 1.0);
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#endif
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#endif
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return normalTS;
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}
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// Caution: Duplicate from GetNormalTS - keep in sync!
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float3 ADD_IDX(GetBentNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 normalTS, float3 detailNormalTS, float detailMask)
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{
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float3 bentNormalTS;
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#ifdef _BENTNORMALMAP_IDX
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#ifdef _NORMALMAP_TANGENT_SPACE_IDX
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bentNormalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_BentNormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale));
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#else // Object space
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// We forbid scale in case of object space as it make no sense
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// To be able to combine object space normal with detail map then later we will re-transform it to world space.
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// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
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#ifdef SURFACE_GRADIENT
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// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
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float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_BentNormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
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// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
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bentNormalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
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#else
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float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_BentNormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
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bentNormalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
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#endif
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#endif
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#ifdef _DETAIL_MAP_IDX
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#ifdef SURFACE_GRADIENT
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bentNormalTS += detailNormalTS * detailMask;
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#else
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bentNormalTS = lerp(bentNormalTS, BlendNormalRNM(bentNormalTS, detailNormalTS), detailMask);
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#endif
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#endif
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#else
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// If there is no bent normal map provided, fallback on regular normal map
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bentNormalTS = normalTS;
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#endif
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return bentNormalTS;
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}
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// Return opacity
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float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS, out float3 bentNormalTS)
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{
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float alpha = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a;
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// Perform alha test very early to save performance (a killed pixel will not sample textures)
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#if defined(_ALPHATEST_ON) && !defined(LAYERED_LIT_SHADER)
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float alphaCutoff = _AlphaCutoff;
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#ifdef CUTOFF_TRANSPARENT_DEPTH_PREPASS
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alphaCutoff = _AlphaCutoffPrepass;
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#elif defined(CUTOFF_TRANSPARENT_DEPTH_POSTPASS)
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alphaCutoff = _AlphaCutoffPostpass;
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#endif
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DoAlphaTest(alpha, alphaCutoff);
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#endif
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float3 detailNormalTS = float3(0.0, 0.0, 0.0);
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float detailMask = 0.0;
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#ifdef _DETAIL_MAP_IDX
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detailMask = 1.0;
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#ifdef _MASKMAP_IDX
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detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b;
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#endif
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float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb;
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float detailAlbedo = detailAlbedoAndSmoothness.r;
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float detailSmoothness = detailAlbedoAndSmoothness.g;
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// Resample the detail map but this time for the normal map. This call should be optimize by the compiler
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// We split both call due to trilinear mapping
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detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale));
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#endif
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surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb;
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#ifdef _DETAIL_MAP_IDX
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// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
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float3 baseColorOverlay = (detailAlbedo < 0.5) ?
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surfaceData.baseColor * PositivePow(2.0 * detailAlbedo, ADD_IDX(_DetailAlbedoScale)) :
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1.0 - (1.0 - surfaceData.baseColor) * PositivePow(2.0 * (1.0 - detailAlbedo), ADD_IDX(_DetailAlbedoScale));
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// Lerp with details mask
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surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask);
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#endif
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surfaceData.specularOcclusion = 1.0; // Will be setup outside of this function
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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.
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normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask);
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bentNormalTS = ADD_IDX(GetBentNormalTS)(input, layerTexCoord, normalTS, detailNormalTS, detailMask);
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#if defined(_MASKMAP_IDX)
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surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
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surfaceData.perceptualSmoothness = lerp(ADD_IDX(_SmoothnessRemapMin), ADD_IDX(_SmoothnessRemapMax), surfaceData.perceptualSmoothness);
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#else
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surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
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#endif
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#ifdef _DETAIL_MAP_IDX
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// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
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float smoothnessOverlay = (detailSmoothness < 0.5) ?
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surfaceData.perceptualSmoothness * PositivePow(2.0 * detailSmoothness, ADD_IDX(_DetailSmoothnessScale)) :
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1.0 - (1.0 - surfaceData.perceptualSmoothness) * PositivePow(2.0 * (1.0 - detailSmoothness), ADD_IDX(_DetailSmoothnessScale));
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// Lerp with details mask
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surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask);
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#endif
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// MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness
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#ifdef _MASKMAP_IDX
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surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g;
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surfaceData.ambientOcclusion = lerp(ADD_IDX(_AORemapMin), ADD_IDX(_AORemapMax), surfaceData.ambientOcclusion);
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#else
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surfaceData.metallic = 1.0;
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surfaceData.ambientOcclusion = 1.0;
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#endif
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surfaceData.metallic *= ADD_IDX(_Metallic);
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surfaceData.diffusionProfile = ADD_IDX(_DiffusionProfile);
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surfaceData.subsurfaceMask = ADD_IDX(_SubsurfaceMask);
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#ifdef _SUBSURFACE_MASK_MAP_IDX
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surfaceData.subsurfaceMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceMaskMap), SAMPLER_SUBSURFACE_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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#endif
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#ifdef _THICKNESSMAP_IDX
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surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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surfaceData.thickness = ADD_IDX(_ThicknessRemap).x + ADD_IDX(_ThicknessRemap).y * surfaceData.thickness;
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#else
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surfaceData.thickness = ADD_IDX(_Thickness);
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#endif
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// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
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#if !defined(LAYERED_LIT_SHADER)
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// These static material feature allow compile time optimization
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surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
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#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
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#endif
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#ifdef _MATERIAL_FEATURE_TRANSMISSION
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
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#endif
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#ifdef _MATERIAL_FEATURE_ANISOTROPY
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
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#endif
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#ifdef _MATERIAL_FEATURE_CLEAR_COAT
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
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#endif
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#ifdef _MATERIAL_FEATURE_IRIDESCENCE
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
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#endif
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#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
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#endif
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#ifdef _TANGENTMAP
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#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
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float3 tangentTS = SAMPLE_UVMAPPING_NORMALMAP(_TangentMap, sampler_TangentMap, layerTexCoord.base, 1.0);
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surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.worldToTangent);
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#else // Object space
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// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
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float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0);
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surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS);
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#endif
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#else
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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
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#endif
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#ifdef _ANISOTROPYMAP
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surfaceData.anisotropy = SAMPLE_UVMAPPING_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, layerTexCoord.base).r;
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#else
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surfaceData.anisotropy = 1.0;
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#endif
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surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
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surfaceData.specularColor = _SpecularColor.rgb;
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#ifdef _SPECULARCOLORMAP
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surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
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#endif
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#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
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// Require to have setup baseColor
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// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
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surfaceData.baseColor *= _EnergyConservingSpecularColor > 0.0 ? (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)) : 1.0;
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#endif
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#if HAS_REFRACTION
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surfaceData.ior = _IOR;
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surfaceData.transmittanceColor = _TransmittanceColor;
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#ifdef _TRANSMITTANCECOLORMAP
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surfaceData.transmittanceColor *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_TransmittanceColorMap), ADD_ZERO_IDX(sampler_TransmittanceColorMap), ADD_IDX(layerTexCoord.base)).rgb;
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#endif
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surfaceData.atDistance = _ATDistance;
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// Thickness already defined with SSS (from both thickness and thicknessMap)
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surfaceData.thickness *= _ThicknessMultiplier;
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// Rough refraction don't use opacity. Instead we use opacity as a transmittance mask.
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surfaceData.transmittanceMask = 1.0 - alpha;
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alpha = 1.0;
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#else
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surfaceData.ior = 1.0;
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surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
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surfaceData.atDistance = 1.0;
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surfaceData.transmittanceMask = 0.0;
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#endif
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#ifdef _MATERIAL_FEATURE_CLEAR_COAT
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surfaceData.coatMask = _CoatMask;
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// To shader feature for keyword to limit the variant
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surfaceData.coatMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_CoatMaskMap), ADD_ZERO_IDX(sampler_CoatMaskMap), ADD_IDX(layerTexCoord.base)).r;
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#else
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surfaceData.coatMask = 0.0;
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#endif
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surfaceData.thicknessIrid = 0.0;
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#else // #if !defined(LAYERED_LIT_SHADER)
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// Mandatory to setup value to keep compiler quiet
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// Layered shader material feature are define outside of this call
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surfaceData.materialFeatures = 0;
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// All these parameters are ignore as they are re-setup outside of the layers function
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// Note: any parameters set here must also be set in GetSurfaceAndBuiltinData() layer version
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surfaceData.tangentWS = float3(0.0, 0.0, 0.0);
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surfaceData.anisotropy = 0.0;
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surfaceData.specularColor = float3(0.0, 0.0, 0.0);
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surfaceData.thicknessIrid = 0.0;
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surfaceData.coatMask = 0.0;
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// Transparency
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surfaceData.ior = 1.0;
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surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
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surfaceData.atDistance = 1000000.0;
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surfaceData.transmittanceMask = 0.0;
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#endif // #if !defined(LAYERED_LIT_SHADER)
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return alpha;
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}
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