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310 行
11 KiB
310 行
11 KiB
// GENERATED BY SHADER GRAPH
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// Question for shader graph: how to handle dynamic parameter data like matData0 that can change name
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// No guard header!
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
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#include "Lighting/Lighting.hlsl" // This include Material.hlsl
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#include "ShaderVariables.hlsl"
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#include "Debug/DebugViewMaterial.hlsl"
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// This files is generated by the ShaderGraph or written by hand
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// Note for ShaderGraph:
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// ShaderGraph should generate the vertex shader output to add the variable that may be required
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// For example if we require view vector in shader graph, the output must contain positionWS and we calcualte the view vector with it.
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// Still some input are mandatory depends on the type of loop. positionWS is mandatory in this current framework. So the ShaderGraph should always generate it.
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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// Set of users variables
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float4 _BaseColor;
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UNITY_DECLARE_TEX2D(_BaseColorMap);
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float _Metalic;
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float _Smoothness;
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UNITY_DECLARE_TEX2D(_MaskMap);
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UNITY_DECLARE_TEX2D(_SpecularOcclusionMap);
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UNITY_DECLARE_TEX2D(_NormalMap);
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UNITY_DECLARE_TEX2D(_Heightmap);
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float _HeightScale;
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float _HeightBias;
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UNITY_DECLARE_TEX2D(_DiffuseLightingMap);
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float4 _EmissiveColor;
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UNITY_DECLARE_TEX2D(_EmissiveColorMap);
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float _EmissiveIntensity;
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float _SubSurfaceRadius;
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UNITY_DECLARE_TEX2D(_SubSurfaceRadiusMap);
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// float _Thickness;
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// UNITY_DECLARE_TEX2D(_ThicknessMap);
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// float _CoatCoverage;
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// UNITY_DECLARE_TEX2D(_CoatCoverageMap);
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// float _CoatRoughness;
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// UNITY_DECLARE_TEX2D(_CoatRoughnessMap);
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float _AlphaCutoff;
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//-------------------------------------------------------------------------------------
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// Lighting architecture
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//-------------------------------------------------------------------------------------
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// TODO: Check if we will have different Varyings based on different pass, not sure about that...
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// Forward
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv0 : TEXCOORD0;
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float4 tangentOS : TANGENT;
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};
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struct Varyings
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{
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float4 positionHS;
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float3 positionWS;
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float2 texCoord0;
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float4 tangentToWorld[3]; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
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#ifdef SHADER_STAGE_FRAGMENT
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#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
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FRONT_FACE_TYPE cullFace;
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#endif
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#endif
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};
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struct PackedVaryings
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{
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float4 positionHS : SV_Position;
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float4 interpolators[5] : TEXCOORD0;
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#ifdef SHADER_STAGE_FRAGMENT
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#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
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FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMATIC;
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#endif
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#endif
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};
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// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
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PackedVaryings PackVaryings(Varyings input)
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{
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PackedVaryings output;
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output.positionHS = input.positionHS;
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output.interpolators[0].xyz = input.positionWS.xyz;
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output.interpolators[0].w = input.texCoord0.x;
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output.interpolators[1] = input.tangentToWorld[0];
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output.interpolators[2] = input.tangentToWorld[1];
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output.interpolators[3] = input.tangentToWorld[2];
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output.interpolators[4].x = input.texCoord0.y;
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output.interpolators[4].yzw = float3(0.0, 0.0, 0.0);
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return output;
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}
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Varyings UnpackVaryings(PackedVaryings input)
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{
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Varyings output;
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output.positionHS = input.positionHS;
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output.positionWS.xyz = input.interpolators[0].xyz;
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output.texCoord0.x = input.interpolators[0].w;
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output.texCoord0.y = input.interpolators[4].x;
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output.tangentToWorld[0] = input.interpolators[1];
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output.tangentToWorld[1] = input.interpolators[2];
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output.tangentToWorld[2] = input.interpolators[3];
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#ifdef SHADER_STAGE_FRAGMENT
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#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
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output.cullFace = input.cullFace;
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#endif
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#endif
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return output;
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}
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// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16)
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PackedVaryings VertDefault(Attributes input)
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{
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Varyings output;
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output.positionWS = TransformObjectToWorld(input.positionOS);
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// TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
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output.positionHS = TransformWorldToHClip(output.positionWS);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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output.texCoord0 = input.uv0;
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float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
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float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
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output.tangentToWorld[0].xyz = tangentToWorld[0];
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output.tangentToWorld[1].xyz = tangentToWorld[1];
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output.tangentToWorld[2].xyz = tangentToWorld[2];
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output.tangentToWorld[0].w = 0;
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output.tangentToWorld[1].w = 0;
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output.tangentToWorld[2].w = 0;
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return PackVaryings(output);
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}
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//-------------------------------------------------------------------------------------
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// Fill SurfaceData/Lighting data function
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//-------------------------------------------------------------------------------------
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float3 TransformTangentToWorld(float3 normalTS, float4 tangentToWorld[3])
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{
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// TODO check: do we need to normalize ?
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return normalize(mul(normalTS, float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz)));
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}
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#if SHADER_STAGE_FRAGMENT
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void GetSurfaceAndBuiltinData(Varyings input, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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surfaceData.baseColor = UNITY_SAMPLE_TEX2D(_BaseColorMap, input.texCoord0).rgb * _BaseColor.rgb;
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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float alpha = _BaseColor.a;
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#else
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float alpha = UNITY_SAMPLE_TEX2D(_BaseColorMap, input.texCoord0).a * _BaseColor.a;
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#endif
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#ifdef _ALPHATEST_ON
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clip(alpha - _AlphaCutoff);
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#endif
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builtinData.opacity = alpha;
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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 = UNITY_SAMPLE_TEX2D(_SpecularOcclusionMap, input.texCoord0).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 = input.tangentToWorld[2].xyz;
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#ifdef _NORMALMAP
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#ifdef _NORMALMAP_TANGENT_SPACE
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float3 normalTS = UnpackNormalAG(UNITY_SAMPLE_TEX2D(_NormalMap, input.texCoord0));
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surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld);
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#else // Object space (TODO: We need to apply the world rotation here!)
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surfaceData.normalWS = UNITY_SAMPLE_TEX2D(_NormalMap, input.texCoord0).rgb;
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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 = IS_FRONT_VFACE(input.cullFace, GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS, -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 = UNITY_SAMPLE_TEX2D(_BaseColorMap, input.texCoord0).a;
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#elif defined(_MASKMAP)
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surfaceData.perceptualSmoothness = UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).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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surfaceData.materialId = 0;
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// MaskMap is Metalic, Ambient Occlusion, (Optional) - emissive Mask, Optional - Smoothness (in alpha)
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#ifdef _MASKMAP
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surfaceData.metalic = UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).r;
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surfaceData.ambientOcclusion = UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).g;
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#else
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surfaceData.metalic = 1.0;
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surfaceData.ambientOcclusion = 1.0;
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#endif
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surfaceData.metalic *= _Metalic;
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surfaceData.tangentWS = float3(1.0, 0.0, 0.0);
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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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// Builtin Data
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// TODO: Sample lightmap/lightprobe/volume proxy
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// This should also handle projective lightmap
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// Note that data input above can be use to sample into lightmap (like normal)
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builtinData.bakeDiffuseLighting = UNITY_SAMPLE_TEX2D(_DiffuseLightingMap, input.texCoord0).rgb;
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// If we chose an emissive color, we have a dedicated texture for it and don't use MaskMap
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#ifdef _EMISSIVE_COLOR
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#ifdef _EMISSIVE_COLOR_MAP
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builtinData.emissiveColor = UNITY_SAMPLE_TEX2D(_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor;
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#else
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builtinData.emissiveColor = _EmissiveColor;
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#endif
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#elif defined(_MASKMAP) // If we have a MaskMap, use emissive slot as a mask on baseColor
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builtinData.emissiveColor = surfaceData.baseColor * UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).bbb;
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#else
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builtinData.emissiveColor = float3(0.0, 0.0, 0.0);
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#endif
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builtinData.emissiveIntensity = _EmissiveIntensity;
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builtinData.velocity = float2(0.0, 0.0);
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builtinData.distortion = float2(0.0, 0.0);
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builtinData.distortionBlur = 0.0;
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}
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void GetVaryingsDataDebug(uint paramId, Varyings input, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEW_VARYING_DEPTH:
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// TODO: provide a customize parameter (like a slider)
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float linearDepth = frac(LinearEyeDepth(input.positionHS.z, _ZBufferParams) * 0.1);
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result = linearDepth.xxx;
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break;
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case DEBUGVIEW_VARYING_TEXCOORD0:
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// TODO: require a remap
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result = float3(input.texCoord0, 0.0);
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break;
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case DEBUGVIEW_VARYING_VERTEXNORMALWS:
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result = input.tangentToWorld[2].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEW_VARYING_VERTEXTANGENTWS:
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result = input.tangentToWorld[0].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEW_VARYING_VERTEXBITANGENTWS:
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result = input.tangentToWorld[1].xyz * 0.5 + 0.5;
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break;
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}
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}
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#endif // #if SHADER_STAGE_FRAGMENT
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