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168 行
4.2 KiB
168 行
4.2 KiB
#ifndef LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
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#define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
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#include "Core.hlsl"
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#include "CoreRP/ShaderLibrary/Packing.hlsl"
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#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
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#ifdef _SPECULAR_SETUP
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#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)
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#else
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#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
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#endif
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CBUFFER_START(MaterialProperties)
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half4 _MainTex_ST;
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half4 _Color;
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half _Cutoff;
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half _Glossiness;
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half _GlossMapScale;
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half _SmoothnessTextureChannel;
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half _Metallic;
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half4 _SpecColor;
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half _BumpScale;
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half _OcclusionStrength;
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half4 _EmissionColor;
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half _Shininess;
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CBUFFER_END
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
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TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap);
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TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap);
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// Must match Lightweigth ShaderGraph master node
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struct SurfaceData
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{
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half3 albedo;
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half3 specular;
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half metallic;
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half smoothness;
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half3 normal;
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half3 emission;
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half occlusion;
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half alpha;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Material Property Helpers //
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///////////////////////////////////////////////////////////////////////////////
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inline half Alpha(half albedoAlpha)
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{
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
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half alpha = _Color.a;
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#else
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half alpha = albedoAlpha * _Color.a;
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#endif
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#if defined(_ALPHATEST_ON)
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clip(alpha - _Cutoff);
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#endif
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return alpha;
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}
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half3 Normal(float2 uv)
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{
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#if _NORMALMAP
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return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale);
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#else
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return half3(0.0h, 0.0h, 1.0h);
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#endif
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}
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half4 SpecularGloss(half2 uv, half alpha)
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{
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half4 specularGloss = half4(0, 0, 0, 1);
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#ifdef _SPECGLOSSMAP
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specularGloss = SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv);
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specularGloss.rgb = specularGloss.rgb;
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#elif defined(_SPECULAR_COLOR)
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specularGloss = _SpecColor;
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#endif
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA
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specularGloss.a = alpha;
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#endif
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return specularGloss;
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}
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half4 MetallicSpecGloss(float2 uv, half albedoAlpha)
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{
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half4 specGloss;
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#ifdef _METALLICSPECGLOSSMAP
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specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv);
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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specGloss.a = albedoAlpha * _GlossMapScale;
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#else
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specGloss.a *= _GlossMapScale;
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#endif
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#else // _METALLICSPECGLOSSMAP
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#if _SPECULAR_SETUP
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specGloss.rgb = _SpecColor.rgb;
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#else
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specGloss.rgb = _Metallic.rrr;
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#endif
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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specGloss.a = albedoAlpha * _GlossMapScale;
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#else
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specGloss.a = _Glossiness;
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#endif
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#endif
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return specGloss;
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}
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half Occlusion(float2 uv)
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{
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#ifdef _OCCLUSIONMAP
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#if (SHADER_TARGET < 30)
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// SM20: instruction count limitation
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// SM20: simpler occlusion
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return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
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#else
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half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
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return LerpWhiteTo(occ, _OcclusionStrength);
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#endif
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#else
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return 1.0;
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#endif
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}
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half3 Emission(float2 uv)
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{
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#ifndef _EMISSION
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return 0;
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#else
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return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb;
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#endif
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}
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inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
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{
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half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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half4 specGloss = MetallicSpecGloss(uv, albedoAlpha.a);
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outSurfaceData.albedo = albedoAlpha.rgb * _Color.rgb;
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#if _SPECULAR_SETUP
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outSurfaceData.metallic = 1.0h;
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outSurfaceData.specular = specGloss.rgb;
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#else
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outSurfaceData.metallic = specGloss.r;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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#endif
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outSurfaceData.smoothness = specGloss.a;
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outSurfaceData.normal = Normal(uv);
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outSurfaceData.occlusion = Occlusion(uv);
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outSurfaceData.emission = Emission(uv);
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outSurfaceData.alpha = Alpha(albedoAlpha.a);
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}
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#endif
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