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232 行
11 KiB
232 行
11 KiB
void ADD_IDX(ComputeLayerTexCoord)(FragInput input, bool isTriplanar, inout LayerTexCoord layerTexCoord)
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{
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// TODO: Do we want to manage local or world triplanar/planar
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//float3 position = localTriplanar ? TransformWorldToObject(input.positionWS) : input.positionWS;
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float3 position = input.positionWS;
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position *= ADD_IDX(_TexWorldScale);
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// Handle uv0, uv1 and plnar XZ coordinate based on _CoordWeight weight (exclusif 0..1)
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ADD_IDX(layerTexCoord.base).uv = ADD_IDX(_UVMappingMask).x * input.texCoord0 +
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ADD_IDX(_UVMappingMask).y * input.texCoord1 +
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ADD_IDX(_UVMappingMask).z * input.texCoord3 +
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ADD_IDX(_UVMappingMask).w * position.xz;
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float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * input.texCoord0 +
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ADD_IDX(_UVDetailsMappingMask).y * input.texCoord1 +
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ADD_IDX(_UVDetailsMappingMask).z * input.texCoord3 +
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// Note that if base is planar, detail map is planar
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ADD_IDX(_UVMappingMask).w * position.xz;
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ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));
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// triplanar
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ADD_IDX(layerTexCoord.base).isTriplanar = isTriplanar;
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ADD_IDX(layerTexCoord.base).uvYZ = position.yz;
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ADD_IDX(layerTexCoord.base).uvZX = position.zx;
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ADD_IDX(layerTexCoord.base).uvXY = position.xy;
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ADD_IDX(layerTexCoord.details).isTriplanar = isTriplanar;
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ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(position.yz, ADD_IDX(_DetailMap));
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ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(position.zx, ADD_IDX(_DetailMap));
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ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(position.xy, ADD_IDX(_DetailMap));
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}
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void ADD_IDX(ApplyDisplacement)(inout FragInput input, inout LayerTexCoord layerTexCoord)
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{
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#ifdef _HEIGHTMAP
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#ifndef _HEIGHTMAP_AS_DISPLACEMENT
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// Transform view vector in tangent space
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// Hope the compiler can optimize this in case of multiple layer
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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float3 viewDirTS = TransformWorldToTangent(V, input.tangentToWorld);
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float height = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), ADD_IDX(layerTexCoord.base)).r * ADD_IDX(_HeightScale) + ADD_IDX(_HeightBias);
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float2 offset = ParallaxOffset(viewDirTS, height);
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ADD_IDX(layerTexCoord.base).uv += offset;
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ADD_IDX(layerTexCoord.base).uvYZ += offset;
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ADD_IDX(layerTexCoord.base).uvZX += offset;
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ADD_IDX(layerTexCoord.base).uvXY += offset;
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ADD_IDX(layerTexCoord.details).uv += offset;
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ADD_IDX(layerTexCoord.details).uvYZ += offset;
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ADD_IDX(layerTexCoord.details).uvZX += offset;
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ADD_IDX(layerTexCoord.details).uvXY += offset;
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// Only modify tex coord for first layer, this will be use by for builtin data (like lightmap)
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if (LAYER_INDEX == 0)
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{
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input.texCoord0 += offset;
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input.texCoord1 += offset;
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input.texCoord2 += offset;
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input.texCoord3 += offset;
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}
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#endif
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#endif
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}
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// Return opacity
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float ADD_IDX(GetSurfaceData)(FragInput input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData)
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{
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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float alpha = ADD_IDX(_BaseColor).a;
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#else
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float alpha = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a;
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#endif
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// Perform alha test very early to save performance (a killed pixel will not sample textures)
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#ifdef _ALPHATEST_ON
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clip(alpha - _AlphaCutoff);
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#endif
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#ifdef _DETAIL_MAP
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float detailMask = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_DetailMask), ADD_ZERO_IDX(sampler_DetailMask), ADD_IDX(layerTexCoord.base)).b;
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float2 detailAlbedoAndSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_DetailMap), ADD_ZERO_IDX(sampler_DetailMap), 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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#ifdef _DETAIL_MAP_WITH_NORMAL
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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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float3 detailNormalTS = SAMPLE_LAYER_NORMALMAP_AG(ADD_IDX(_DetailMap), ADD_ZERO_IDX(sampler_DetailMap), ADD_IDX(layerTexCoord.details));
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//float detailAO = 0.0;
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#else
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// TODO: Use heightmap as a derivative with Morten Mikklesen approach, how this work with our abstraction and triplanar ?
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float3 detailNormalTS = float3(0.0, 0.0, 1.0);
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//float detailAO = detail.b;
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#endif
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#endif
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surfaceData.baseColor = SAMPLE_LAYER_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
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surfaceData.baseColor *= LerpWhiteTo(2.0 * saturate(detailAlbedo * ADD_IDX(_DetailAlbedoScale)), detailMask);
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#endif
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#ifdef _SPECULAROCCLUSIONMAP
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// TODO: Do something. For now just take alpha channel
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surfaceData.specularOcclusion = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), ADD_ZERO_IDX(sampler_SpecularOcclusionMap), ADD_IDX(layerTexCoord.base)).a;
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#else
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// Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087
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//surfaceData.specularOcclusion = saturate(1.0 + horizonFade * dot(r, input.tangentToWorld[2].xyz);
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// smooth it
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//surfaceData.specularOcclusion *= surfaceData.specularOcclusion;
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surfaceData.specularOcclusion = 1.0;
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#endif
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// TODO: think about using BC5
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float3 vertexNormalWS = normalize(input.tangentToWorld[2].xyz);
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#ifdef _NORMALMAP
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#ifdef _NORMALMAP_TANGENT_SPACE
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float3 normalTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_NormalMap), ADD_ZERO_IDX(sampler_NormalMap), ADD_IDX(layerTexCoord.base));
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#ifdef _DETAIL_MAP
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normalTS = lerp(normalTS, BlendNormal(normalTS, detailNormalTS), detailMask);
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#endif
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surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld);
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#else // Object space
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// TODO: We are suppose to do * 2 - 1 here. how to deal with triplanar...
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float3 normalOS = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_NormalMap), ADD_ZERO_IDX(sampler_NormalMap), ADD_IDX(layerTexCoord.base)).rgb;
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surfaceData.normalWS = TransformObjectToWorldDir(normalOS);
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#ifdef _DETAIL_MAP
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float3 detailNormalWS = TransformTangentToWorld(detailNormalTS, input.tangentToWorld);
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surfaceData.normalWS = lerp(surfaceData.normalWS, BlendNormal(surfaceData.normalWS, detailNormalWS), detailMask);
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#endif
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#endif
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#else
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surfaceData.normalWS = vertexNormalWS;
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#endif
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#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
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#ifdef _DOUBLESIDED_LIGHTING_FLIP
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float3 oppositeNormalWS = -surfaceData.normalWS;
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#else
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// Mirror the normal with the plane define by vertex normal
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float3 oppositeNormalWS = reflect(surfaceData.normalWS, vertexNormalWS);
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#endif
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// TODO : Test if GetOdddNegativeScale() is necessary here in case of normal map, as GetOdddNegativeScale is take into account in CreateTangentToWorld();
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surfaceData.normalWS = input.isFrontFace ?
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(GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS) :
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(-GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS);
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#endif
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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surfaceData.perceptualSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a;
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#elif defined(_MASKMAP)
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surfaceData.perceptualSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).a;
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#else
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surfaceData.perceptualSmoothness = 1.0;
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#endif
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surfaceData.perceptualSmoothness *= _Smoothness;
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#ifdef _DETAIL_MAP
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surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
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#endif
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// MaskMap is Metallic, Ambient Occlusion, (Optional) - emissive Mask, Optional - Smoothness (in alpha)
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#ifdef _MASKMAP
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surfaceData.metallic = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).r;
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surfaceData.ambientOcclusion = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).g;
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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 *= _Metallic;
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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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surfaceData.materialId = 0; // TODO
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// TODO: think about using BC5
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#ifdef _TANGENTMAP
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#ifdef _NORMALMAP_TANGENT_SPACE // Normal and tangent use same space
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float3 tangentTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base)));
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surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld);
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#else // Object space (TODO: We need to apply the world rotation here! - Require to pass world transform)
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surfaceData.tangentWS = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base)).rgb;
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#endif
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#else
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surfaceData.tangentWS = normalize(input.tangentToWorld[0].xyz);
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#endif
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// TODO: Is there anything todo regarding flip normal but for the tangent ?
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#ifdef _ANISOTROPYMAP
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surfaceData.anisotropy = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_AnisotropyMap), ADD_ZERO_IDX(sampler_AnisotropyMap), ADD_IDX(layerTexCoord.base)).g;
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#else
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surfaceData.anisotropy = 1.0;
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#endif
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surfaceData.anisotropy *= _Anisotropy;
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surfaceData.specular = 0.04;
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surfaceData.subSurfaceRadius = 1.0;
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surfaceData.thickness = 0.0;
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surfaceData.subSurfaceProfile = 0;
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surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0);
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surfaceData.coatPerceptualSmoothness = 1.0;
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surfaceData.specularColor = float3(0.0, 0.0, 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 only support materialId 0
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surfaceData.materialId = 0;
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surfaceData.tangentWS = input.tangentToWorld[0].xyz;
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surfaceData.anisotropy = 0;
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surfaceData.specular = 0.04;
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surfaceData.subSurfaceRadius = 1.0;
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surfaceData.thickness = 0.0;
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surfaceData.subSurfaceProfile = 0;
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surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0);
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surfaceData.coatPerceptualSmoothness = 1.0;
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surfaceData.specularColor = float3(0.0, 0.0, 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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