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//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
//-----------------------------------------------------------------------------
// Texture Mapping
//-----------------------------------------------------------------------------
#define TEXCOORD_INDEX_UV0 (0)
#define TEXCOORD_INDEX_UV1 (1)
#define TEXCOORD_INDEX_UV2 (2)
#define TEXCOORD_INDEX_UV3 (3)
#define TEXCOORD_INDEX_PLANAR_XY (4)
#define TEXCOORD_INDEX_PLANAR_YZ (5)
#define TEXCOORD_INDEX_PLANAR_ZX (6)
#define TEXCOORD_INDEX_TRIPLANAR (7)
#define TEXCOORD_INDEX_COUNT (TEXCOORD_INDEX_TRIPLANAR) // Triplanar is not consider as having mapping
struct TextureUVMapping
{
float2 texcoords[TEXCOORD_INDEX_COUNT][2];
#ifdef _USE_TRIPLANAR
float3 triplanarWeights[2];
#endif
float3 vertexNormalWS;
float3 vertexTangentWS[4];
float3 vertexBitangentWS[4];
};
void InitializeMappingData(FragInputs input, out TextureUVMapping uvMapping)
{
float3 position = GetAbsolutePositionWS(input.positionWS);
float2 uvXZ;
float2 uvXY;
float2 uvZY;
// Build the texcoords array.
uvMapping.texcoords[TEXCOORD_INDEX_UV0][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV0][1] = input.texCoord0.xy;
uvMapping.texcoords[TEXCOORD_INDEX_UV1][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV1][1] = input.texCoord1.xy;
uvMapping.texcoords[TEXCOORD_INDEX_UV2][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV2][1] = input.texCoord2.xy;
uvMapping.texcoords[TEXCOORD_INDEX_UV3][0] = uvMapping.texcoords[TEXCOORD_INDEX_UV3][1] = input.texCoord3.xy;
// planar/triplanar
GetTriplanarCoordinate(position, uvXZ, uvXY, uvZY);
uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_XY][0] = uvXY;
uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_YZ][0] = uvZY;
uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_ZX][0] = uvXZ;
// If we use local planar mapping, convert to local space
position = TransformWorldToObject(position);
GetTriplanarCoordinate(position, uvXZ, uvXY, uvZY);
uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_XY][1] = uvXY;
uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_YZ][1] = uvZY;
uvMapping.texcoords[TEXCOORD_INDEX_PLANAR_ZX][1] = uvXZ;
#ifdef _USE_TRIPLANAR
float3 vertexNormal = input.worldToTangent[2].xyz;
uvMapping.triplanarWeights[0] = ComputeTriplanarWeights(vertexNormal);
// If we use local planar mapping, convert to local space
vertexNormal = TransformWorldToObjectDir(vertexNormal);
uvMapping.triplanarWeights[1] = ComputeTriplanarWeights(vertexNormal);
#endif
// Normal mapping with surface gradient
float3 vertexNormalWS = input.worldToTangent[2];
uvMapping.vertexNormalWS = vertexNormalWS;
uvMapping.vertexTangentWS[0] = input.worldToTangent[0];
uvMapping.vertexBitangentWS[0] = input.worldToTangent[1];
float3 dPdx = ddx_fine(input.positionWS);
float3 dPdy = ddy_fine(input.positionWS);
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS;
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS;
//float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0;
float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, uvMapping.vertexTangentWS[1], uvMapping.vertexBitangentWS[1]);
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, uvMapping.vertexTangentWS[2], uvMapping.vertexBitangentWS[2]);
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, uvMapping.vertexTangentWS[3], uvMapping.vertexBitangentWS[3]);
}
float4 SampleTexture2DScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, TextureUVMapping uvMapping)
{
return SAMPLE_TEXTURE2D(textureName, samplerName, (uvMapping.texcoords[textureNameUV][textureNameUVLocal] * textureNameST.xy + textureNameST.zw));
}
// If we use triplanar on any of the properties, then we enable the triplanar path
float4 SampleTexture2DTriplanarScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, TextureUVMapping uvMapping)
{
#ifdef _USE_TRIPLANAR
if (textureNameUV == TEXCOORD_INDEX_TRIPLANAR)
{
float4 val = float4(0.0, 0.0, 0.0, 0.0);
if (uvMapping.triplanarWeights[textureNameUVLocal].x > 0.0)
val += uvMapping.triplanarWeights[textureNameUVLocal].x * SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_YZ, textureNameUVLocal, textureNameST, uvMapping);
if (uvMapping.triplanarWeights[textureNameUVLocal].y > 0.0)
val += uvMapping.triplanarWeights[textureNameUVLocal].y * SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_ZX, textureNameUVLocal, textureNameST, uvMapping);
if (uvMapping.triplanarWeights[textureNameUVLocal].z > 0.0)
val += uvMapping.triplanarWeights[textureNameUVLocal].z * SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_XY, textureNameUVLocal, textureNameST, uvMapping);
return val;
}
else
{
#endif // _USE_TRIPLANAR
return SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping);
#ifdef _USE_TRIPLANAR
}
#endif
}
float4 SampleTexture2DTriplanarNormalScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, float textureNameObjSpace, TextureUVMapping uvMapping, float scale)
{
if (textureNameObjSpace)
{
// TODO: obj triplanar (need to do * 2 - 1 before blending)
// We forbid scale in case of object space as it make no sense
// Decompress normal ourselve
float4 packedNormal = SampleTexture2DTriplanarScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping);
float3 normalOS = packedNormal.xyz * 2.0 - 1.0;
float averageNormalLength = packedNormal.w; // If we used a object space normal map that store average normal, the formap is RGB (normal xyz) and A (average normal length)
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
return float4(SurfaceGradientFromPerturbedNormal(uvMapping.vertexNormalWS, TransformObjectToWorldDir(normalOS)), averageNormalLength);
}
else
{
#ifdef _USE_TRIPLANAR
if (textureNameUV == TEXCOORD_INDEX_TRIPLANAR)
{
float2 derivXplane;
float2 derivYPlane;
float2 derivZPlane;
derivXplane = derivYPlane = derivZPlane = float2(0.0, 0.0);
float averageNormalLength = 0.0;
if (uvMapping.triplanarWeights[textureNameUVLocal].x > 0.0)
{
float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_YZ, textureNameUVLocal, textureNameST, uvMapping);
averageNormalLength += uvMapping.triplanarWeights[textureNameUVLocal].x * packedNormal.z;
derivXplane = uvMapping.triplanarWeights[textureNameUVLocal].x * UnpackDerivativeNormalRGorAG(packedNormal, scale);
}
if (uvMapping.triplanarWeights[textureNameUVLocal].y > 0.0)
{
float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_ZX, textureNameUVLocal, textureNameST, uvMapping);
averageNormalLength += uvMapping.triplanarWeights[textureNameUVLocal].y * packedNormal.z;
derivYPlane = uvMapping.triplanarWeights[textureNameUVLocal].y * UnpackDerivativeNormalRGorAG(packedNormal, scale);
}
if (uvMapping.triplanarWeights[textureNameUVLocal].z > 0.0)
{
float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), TEXCOORD_INDEX_PLANAR_XY, textureNameUVLocal, textureNameST, uvMapping);
averageNormalLength += uvMapping.triplanarWeights[textureNameUVLocal].z * packedNormal.z;
derivZPlane = uvMapping.triplanarWeights[textureNameUVLocal].z * UnpackDerivativeNormalRGorAG(packedNormal, scale);
}
// Assume derivXplane, derivYPlane and derivZPlane sampled using (z,y), (z,x) and (x,y) respectively.
float3 volumeGrad = float3(derivZPlane.x + derivYPlane.y, derivZPlane.y + derivXplane.y, derivXplane.x + derivYPlane.x);
return float4(SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad), averageNormalLength);
}
#endif
float4 packedNormal = SampleTexture2DScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping);
float averageNormalLength = packedNormal.z; // If we used a tangent space normal map that store average normal, the formap is RG (normal xy) and B (average normal length)
float2 deriv = UnpackDerivativeNormalRGorAG(packedNormal, scale);
if (textureNameUV <= TEXCOORD_INDEX_UV3)
{
return float4(SurfaceGradientFromTBN(deriv, uvMapping.vertexTangentWS[textureNameUV], uvMapping.vertexBitangentWS[textureNameUV]), averageNormalLength);
}
else
{
float3 volumeGrad;
if (textureNameUV == TEXCOORD_INDEX_PLANAR_YZ)
volumeGrad = float3(0.0, deriv.y, deriv.x);
else if (textureNameUV == TEXCOORD_INDEX_PLANAR_ZX)
volumeGrad = float3(deriv.y, 0.0, deriv.x);
else if (textureNameUV == TEXCOORD_INDEX_PLANAR_XY)
volumeGrad = float3(deriv.x, deriv.y, 0.0);
return float4(SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad), averageNormalLength);
}
}
}
#define SAMPLE_TEXTURE2D_SCALE_BIAS(name) SampleTexture2DTriplanarScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, uvMapping)
#define SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(name, scale) SampleTexture2DTriplanarNormalScaleBias(name, sampler##name, name##UV, name##UVLocal, name##_ST, name##ObjSpace, uvMapping, scale)
//-----------------------------------------------------------------------------
// GetSurfaceAndBuiltinData
//-----------------------------------------------------------------------------
//
// cf with
// LitData.hlsl:GetSurfaceAndBuiltinData()
// LitDataIndividualLayer.hlsl:GetSurfaceData( )
// LitBuiltinData.hlsl:GetBuiltinData()
//
// Here we can combine them
//
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal.
TextureUVMapping uvMapping;
InitializeMappingData(input, uvMapping);
// -------------------------------------------------------------
// Surface Data
// -------------------------------------------------------------
float alpha = SAMPLE_TEXTURE2D_SCALE_BIAS(_BaseColorMap).a * _BaseColor.a;
#ifdef _ALPHATEST_ON
//NEWLITTODO: Once we include those passes in the main StackLit.shader, add handling of CUTOFF_TRANSPARENT_DEPTH_PREPASS and _POSTPASS
// and the related properties (in the .shader) and uniforms (in the StackLitProperties file) _AlphaCutoffPrepass, _AlphaCutoffPostpass
DoAlphaTest(alpha, _AlphaCutoff);
#endif
// Standard
surfaceData.baseColor = SAMPLE_TEXTURE2D_SCALE_BIAS(_BaseColorMap).rgb * _BaseColor.rgb;
float4 gradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_NormalMap, _NormalScale);
//TODO: bentNormalTS
surfaceData.perceptualSmoothnessA = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SmoothnessAMap), _SmoothnessAMapChannelMask);
surfaceData.perceptualSmoothnessA = lerp(_SmoothnessARange.x, _SmoothnessARange.y, surfaceData.perceptualSmoothnessA);
surfaceData.perceptualSmoothnessA = lerp(_SmoothnessA, surfaceData.perceptualSmoothnessA, _SmoothnessAUseMap);
surfaceData.metallic = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_MetallicMap), _MetallicMapChannelMask);
surfaceData.metallic = lerp(_MetallicRange.x, _MetallicRange.y, surfaceData.metallic);
surfaceData.metallic = lerp(_Metallic, surfaceData.metallic, _MetallicUseMap);
surfaceData.dielectricIor = _DielectricIor;
surfaceData.ambientOcclusion = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_AmbientOcclusionMap), _AmbientOcclusionMapChannelMask);
surfaceData.ambientOcclusion = lerp(_AmbientOcclusionRange.x, _AmbientOcclusionRange.y, surfaceData.ambientOcclusion);
surfaceData.ambientOcclusion = lerp(_AmbientOcclusion, surfaceData.ambientOcclusion, _AmbientOcclusionUseMap);
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_STACK_LIT_STANDARD;
// Feature dependent data
#ifdef _MATERIAL_FEATURE_DUAL_SPECULAR_LOBE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_DUAL_SPECULAR_LOBE;
surfaceData.lobeMix = _LobeMix;
surfaceData.perceptualSmoothnessB = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SmoothnessBMap), _SmoothnessBMapChannelMask);
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBRange.x, _SmoothnessBRange.y, surfaceData.perceptualSmoothnessB);
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessB, surfaceData.perceptualSmoothnessB, _SmoothnessBUseMap);
#else
surfaceData.lobeMix = 0.0;
surfaceData.perceptualSmoothnessB = 1.0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_ANISOTROPY;
// TODO: manage anistropy map
//surfaceData.anisotropy = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_AnistropyMap), _AnistropyMapChannelMask);
//surfaceData.anisotropy = lerp(_AnistropyRange.x, _AnistropyRange.y, surfaceData.anisotropy);
surfaceData.anisotropy = _Anisotropy; // In all cases we must multiply anisotropy with the map
#else
surfaceData.anisotropy = 0.0;
#endif
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
float4 coatGradient = float4(0.0, 0.0, 0.0, 1.0f);
#ifdef _MATERIAL_FEATURE_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT;
surfaceData.coatPerceptualSmoothness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_CoatSmoothnessMap), _CoatSmoothnessMapChannelMask);
surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothnessRange.x, _CoatSmoothnessRange.y, surfaceData.coatPerceptualSmoothness);
surfaceData.coatPerceptualSmoothness = lerp(_CoatSmoothness, surfaceData.coatPerceptualSmoothness, _CoatSmoothnessUseMap);
surfaceData.coatIor = _CoatIor;
surfaceData.coatThickness = _CoatThickness;
surfaceData.coatExtinction = _CoatExtinction; // in thickness^-1 units
#ifdef _MATERIAL_FEATURE_COAT_NORMALMAP
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT_NORMAL_MAP;
coatGradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_CoatNormalMap, _CoatNormalScale);
#endif
#else
surfaceData.coatPerceptualSmoothness = 0.0;
surfaceData.coatIor = 1.0001;
surfaceData.coatThickness = 0.0;
surfaceData.coatExtinction = float3(1.0, 1.0, 1.0);
#endif // _MATERIAL_FEATURE_COAT
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_IRIDESCENCE;
surfaceData.iridescenceIor = _IridescenceIor;
surfaceData.iridescenceThickness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_IridescenceThicknessMap), _IridescenceThicknessMapChannelMask);
surfaceData.iridescenceThickness = lerp(_IridescenceThicknessRange.x, _IridescenceThicknessRange.y, surfaceData.iridescenceThickness);
surfaceData.iridescenceThickness = lerp(_IridescenceThickness, surfaceData.iridescenceThickness, _IridescenceThicknessUseMap);
#else
surfaceData.iridescenceIor = 1.0;
surfaceData.iridescenceThickness = 0.0;
#endif
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.diffusionProfile = _DiffusionProfile;
#else
surfaceData.diffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING;
surfaceData.subsurfaceMask = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SubsurfaceMaskMap), _SubsurfaceMaskMapChannelMask);
surfaceData.subsurfaceMask = lerp(_SubsurfaceMaskRange.x, _SubsurfaceMaskRange.y, surfaceData.subsurfaceMask);
surfaceData.subsurfaceMask = lerp(_SubsurfaceMask, surfaceData.subsurfaceMask, _SubsurfaceMaskUseMap);
#else
surfaceData.subsurfaceMask = 0.0;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION;
surfaceData.thickness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_ThicknessMap), _ThicknessMapChannelMask);
surfaceData.thickness = lerp(_ThicknessRange.x, _ThicknessRange.y, surfaceData.thickness);
surfaceData.thickness = lerp(_Thickness, surfaceData.thickness, _ThicknessUseMap);
#else
surfaceData.thickness = 1.0;
#endif
// -------------------------------------------------------------
// Surface Data Part 2 (outsite GetSurfaceData( ) in Lit shader):
// -------------------------------------------------------------
surfaceData.geomNormalWS = input.worldToTangent[2];
// Convert back to world space normal
surfaceData.normalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], gradient.xyz);
surfaceData.coatNormalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], coatGradient.xyz);
if ((_GeometricNormalFilteringEnabled + _TextureNormalFilteringEnabled) > 0.0)
{
float geometricVariance = _GeometricNormalFilteringEnabled ? GeometricNormalVariance(input.worldToTangent[2], _SpecularAntiAliasingScreenSpaceVariance) : 0.0;
// gradient.w is the average normal length
float textureFilteringVariance = _TextureNormalFilteringEnabled ? TextureNormalVariance(gradient.w) : 0.0;
float coatTextureFilteringVariance = _TextureNormalFilteringEnabled ? TextureNormalVariance(coatGradient.w) : 0.0;
surfaceData.perceptualSmoothnessA = NormalFiltering(surfaceData.perceptualSmoothnessA, geometricVariance + textureFilteringVariance, _SpecularAntiAliasingThreshold);
surfaceData.perceptualSmoothnessB = NormalFiltering(surfaceData.perceptualSmoothnessB, geometricVariance + textureFilteringVariance, _SpecularAntiAliasingThreshold);
surfaceData.coatPerceptualSmoothness = NormalFiltering(surfaceData.coatPerceptualSmoothness, geometricVariance + coatTextureFilteringVariance, _SpecularAntiAliasingThreshold);
}
// TODO: decal etc.
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
if (_BaseColorMapUV != TEXCOORD_INDEX_TRIPLANAR)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, uvMapping.texcoords[_BaseColorMapUV][_BaseColorMapUVLocal], _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor);
}
else
{
surfaceData.baseColor = float3(0.0, 0.0, 0.0);
}
surfaceData.metallic = 0.0;
}
#endif
// -------------------------------------------------------------
// Builtin Data:
// -------------------------------------------------------------
// NEWLITTODO: for all BuiltinData, might need to just refactor and use a comon function like that
// contained in LitBuiltinData.hlsl
builtinData.opacity = alpha;
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2);
// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
}
builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
builtinData.emissiveColor *= SAMPLE_TEXTURE2D_SCALE_BIAS(_EmissiveColorMap).rgb;
// TODO:
builtinData.velocity = float2(0.0, 0.0);
#ifdef SHADOWS_SHADOWMASK
float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;
builtinData.shadowMask3 = shadowMask.w;
#else
builtinData.shadowMask0 = 0.0;
builtinData.shadowMask1 = 0.0;
builtinData.shadowMask2 = 0.0;
builtinData.shadowMask3 = 0.0;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
builtinData.depthOffset = 0.0;
}