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