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279 行
14 KiB
279 行
14 KiB
void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
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float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0)
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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 = ADD_IDX(_UVMappingMask).x * texCoord0 +
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ADD_IDX(_UVMappingMask).y * texCoord1 +
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ADD_IDX(_UVMappingMask).z * texCoord2 +
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ADD_IDX(_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 = ADD_IDX(_UVDetailsMappingMask).x * texCoord0 +
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ADD_IDX(_UVDetailsMappingMask).y * texCoord1 +
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ADD_IDX(_UVDetailsMappingMask).z * texCoord2 +
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ADD_IDX(_UVDetailsMappingMask).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 = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap));
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ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));
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ADD_IDX(layerTexCoord.base).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_BaseColorMap));
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ADD_IDX(layerTexCoord.base).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_BaseColorMap));
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ADD_IDX(layerTexCoord.base).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_BaseColorMap));
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ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_DetailMap));
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ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_DetailMap));
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ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_DetailMap));
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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 = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexTangentWS0 +
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ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexTangentWS1 +
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ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexTangentWS2 +
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ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexTangentWS3;
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ADD_IDX(layerTexCoord.base).bitangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexBitangentWS0 +
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ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexBitangentWS1 +
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ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexBitangentWS2 +
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ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexBitangentWS3;
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ADD_IDX(layerTexCoord.details).tangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexTangentWS0 +
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ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexTangentWS1 +
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ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexTangentWS2 +
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ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexTangentWS3;
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ADD_IDX(layerTexCoord.details).bitangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexBitangentWS0 +
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ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexBitangentWS1 +
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ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexBitangentWS2 +
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ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexBitangentWS3;
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#endif
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}
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float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask, bool useBias, float bias)
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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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if (useBias)
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{
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normalTS = SAMPLE_UVMAPPING_NORMALMAP_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale), bias);
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}
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else
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{
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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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}
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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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if (useBias)
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{
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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_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias).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], normalOS);
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#else
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float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias), 1.0);
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normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
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#endif
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}
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else
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{
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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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}
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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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// Return opacity
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float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS)
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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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clip(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 = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMask), SAMPLER_DETAILMASK_IDX, ADD_IDX(layerTexCoord.base)).g;
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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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surfaceData.baseColor *= LerpWhiteTo(2.0 * saturate(detailAlbedo * ADD_IDX(_DetailAlbedoScale)), detailMask);
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#endif
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#ifdef _SPECULAROCCLUSIONMAP_IDX
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// TODO: Do something. For now just take alpha channel
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surfaceData.specularOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), SAMPLER_SPECULAROCCLUSIONMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
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#else
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// The specular occlusion will be perform outside the internal loop
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surfaceData.specularOcclusion = 1.0;
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#endif
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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, false, 0.0);
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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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#else
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surfaceData.perceptualSmoothness = 1.0;
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#endif
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surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
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#ifdef _DETAIL_MAP_IDX
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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 RGBA: Metallic, Ambient Occlusion (Optional), emissive 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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#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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// 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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// Having individual shader features for each materialID like this allow the compiler to optimize
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#ifdef _MATID_SSS
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surfaceData.materialId = MATERIALID_LIT_SSS;
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#elif defined(_MATID_ANISO)
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surfaceData.materialId = MATERIALID_LIT_ANISO;
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#elif defined(_MATID_SPECULAR)
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surfaceData.materialId = MATERIALID_LIT_SPECULAR;
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#elif defined(_MATID_CLEARCOAT)
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surfaceData.materialId = MATERIALID_LIT_CLEAR_COAT;
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#else // Default
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surfaceData.materialId = MATERIALID_LIT_STANDARD;
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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).b;
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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.subsurfaceProfile = _SubsurfaceProfile;
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surfaceData.subsurfaceRadius = _SubsurfaceRadius;
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surfaceData.thickness = _Thickness;
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#ifdef _SUBSURFACE_RADIUS_MAP
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surfaceData.subsurfaceRadius *= SAMPLE_UVMAPPING_TEXTURE2D(_SubsurfaceRadiusMap, sampler_SubsurfaceRadiusMap, layerTexCoord.base).r;
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#endif
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#ifdef _THICKNESSMAP
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surfaceData.thickness *= SAMPLE_UVMAPPING_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, layerTexCoord.base).r;
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#endif
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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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surfaceData.coatNormalWS = input.worldToTangent[2].xyz; // Assign vertex normal
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surfaceData.coatCoverage = _CoatCoverage;
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surfaceData.coatIOR = _CoatIOR;
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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 supports the standard material
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surfaceData.materialId = MATERIALID_LIT_STANDARD;
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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.subsurfaceRadius = 0.0;
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surfaceData.thickness = 0.0;
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surfaceData.subsurfaceProfile = 0;
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surfaceData.specularColor = float3(0.0, 0.0, 0.0);
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surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
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surfaceData.coatCoverage = 0.0f;
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surfaceData.coatIOR = 0.5;
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#endif // #if !defined(LAYERED_LIT_SHADER)
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return alpha;
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}
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