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1215 行
49 KiB
1215 行
49 KiB
//-------------------------------------------------------------------------------------
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// Fill SurfaceData/Builtin data function
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//-------------------------------------------------------------------------------------
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#include "../../../Core/ShaderLibrary/SampleUVMapping.hlsl"
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#include "../MaterialUtilities.hlsl"
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void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float depthOffset, out BuiltinData builtinData)
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{
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// Builtin Data
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builtinData.opacity = alpha;
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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 = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2);
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// It is safe to call this function here as surfaceData have been filled
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// 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.
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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if (bsdfData.enableTransmission)
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{
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// 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
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// 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.
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// TODO: optimize more this code.
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// Add GI transmission contribution by resampling the GI for inverted vertex normal
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builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
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}
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#ifdef SHADOWS_SHADOWMASK
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float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1);
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builtinData.shadowMask0 = shadowMask.x;
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builtinData.shadowMask1 = shadowMask.y;
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builtinData.shadowMask2 = shadowMask.z;
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builtinData.shadowMask3 = shadowMask.w;
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#else
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builtinData.shadowMask0 = 0.0;
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builtinData.shadowMask1 = 0.0;
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builtinData.shadowMask2 = 0.0;
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builtinData.shadowMask3 = 0.0;
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#endif
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// Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity
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builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code
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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 = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor * builtinData.emissiveIntensity;
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#else
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builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity;
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#endif
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// If we have a MaskMap, use emissive slot as a mask on baseColor
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#elif defined(_MASKMAP) && !defined(LAYERED_LIT_SHADER) // With layered lit we have no emissive mask option
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builtinData.emissiveColor = surfaceData.baseColor * (SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.texCoord0).b * builtinData.emissiveIntensity).xxx;
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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.velocity = float2(0.0, 0.0);
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#ifdef _DISTORTION_ON
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float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
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builtinData.distortion = distortion.rg;
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builtinData.distortionBlur = distortion.b;
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#else
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builtinData.distortion = float2(0.0, 0.0);
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builtinData.distortionBlur = 0.0;
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#endif
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builtinData.depthOffset = depthOffset;
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}
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// Struct that gather UVMapping info of all layers + common calculation
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// This is use to abstract the mapping that can differ on layers
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struct LayerTexCoord
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{
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#ifndef LAYERED_LIT_SHADER
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UVMapping base;
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UVMapping details;
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UVMapping fuzz;
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#else
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// Regular texcoord
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UVMapping base0;
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UVMapping base1;
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UVMapping base2;
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UVMapping base3;
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UVMapping details0;
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UVMapping details1;
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UVMapping details2;
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UVMapping details3;
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// Dedicated for blend mask
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UVMapping blendMask;
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#endif
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// Store information that will be share by all UVMapping
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float3 vertexNormalWS; // TODO: store also object normal map for object triplanar
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float3 triplanarWeights;
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#ifdef SURFACE_GRADIENT
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// tangent basis for each UVSet - up to 4 for now
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float3 vertexTangentWS0, vertexBitangentWS0;
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float3 vertexTangentWS1, vertexBitangentWS1;
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float3 vertexTangentWS2, vertexBitangentWS2;
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float3 vertexTangentWS3, vertexBitangentWS3;
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#endif
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};
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#ifdef SURFACE_GRADIENT
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void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord)
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{
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float3 vertexNormalWS = input.worldToTangent[2];
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layerTexCoord.vertexTangentWS0 = input.worldToTangent[0];
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layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1];
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// TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space.
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float3 dPdx = ddx_fine(input.positionWS);
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float3 dPdy = ddy_fine(input.positionWS);
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float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS;
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float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS;
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//float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0;
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float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above
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// TODO: Optimize! The compiler will not be able to remove the tangent space that are not use because it can't know due to our UVMapping constant we use for both base and details
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// To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds
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SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1);
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#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
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SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2);
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#endif
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#if defined(_REQUIRE_UV3)
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SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3);
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#endif
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}
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#endif
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#ifndef LAYERED_LIT_SHADER
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// Want to use only one sampler for normalmap either we use OS or TS.
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#ifdef _NORMALMAP_TANGENT_SPACE
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMap
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#else
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS
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#endif
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#define SAMPLER_DETAILMASK_IDX sampler_DetailMask
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#define SAMPLER_DETAILMAP_IDX sampler_DetailMap
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#define SAMPLER_MASKMAP_IDX sampler_MaskMap
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#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap
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#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap
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// include LitDataInternal to define GetSurfaceData
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#define LAYER_INDEX 0
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#define ADD_IDX(Name) Name
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#define ADD_ZERO_IDX(Name) Name
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#ifdef _NORMALMAP
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#define _NORMALMAP_IDX
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#endif
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#ifdef _NORMALMAP_TANGENT_SPACE
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#define _NORMALMAP_TANGENT_SPACE_IDX
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#endif
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#ifdef _DETAIL_MAP
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#define _DETAIL_MAP_IDX
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#endif
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#ifdef _MASKMAP
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#define _MASKMAP_IDX
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#endif
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#ifdef _SPECULAROCCLUSIONMAP
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#define _SPECULAROCCLUSIONMAP_IDX
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#endif
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#include "FabricDataInternal.hlsl"
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// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done
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// in function with FragInputs input as parameters
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// layerTexCoord must have been initialize to 0 outside of this function
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void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
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float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
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{
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layerTexCoord.vertexNormalWS = vertexNormalWS;
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layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
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int mappingType = UV_MAPPING_UVSET;
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#if defined(_MAPPING_PLANAR)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_MAPPING_TRIPLANAR)
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mappingType = UV_MAPPING_TRIPLANAR;
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#endif
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// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
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_UVMappingMask = float4(1.0, 0.0, 0.0, 0.0);
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ComputeLayerTexCoord(texCoord0, texCoord1, texCoord2, texCoord3,
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positionWS, mappingType, _TexWorldScale, layerTexCoord);
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}
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// This is call only in this file
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// layerTexCoord must have been initialize to 0 outside of this function
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void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
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{
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#ifdef SURFACE_GRADIENT
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GenerateLayerTexCoordBasisTB(input, layerTexCoord);
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#endif
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GetLayerTexCoord(input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
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input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
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}
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// Note: This function is call by both Per vertex and Per pixel displacement
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float GetMaxDisplacement()
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{
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float maxDisplacement = 0.0;
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#if defined(_HEIGHTMAP)
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maxDisplacement = _HeightAmplitude;
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#endif
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return maxDisplacement;
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}
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// Return the minimun uv size for all layers including triplanar
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float2 GetMinUvSize(LayerTexCoord layerTexCoord)
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{
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float2 minUvSize = float2(FLT_MAX, FLT_MAX);
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#if defined(_HEIGHTMAP)
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if (layerTexCoord.base.mappingType == UV_MAPPING_TRIPLANAR)
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{
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minUvSize = min(layerTexCoord.base.uvZY * _HeightMap_TexelSize.zw, minUvSize);
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minUvSize = min(layerTexCoord.base.uvXZ * _HeightMap_TexelSize.zw, minUvSize);
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minUvSize = min(layerTexCoord.base.uvXY * _HeightMap_TexelSize.zw, minUvSize);
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}
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else
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{
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minUvSize = min(layerTexCoord.base.uv * _HeightMap_TexelSize.zw, minUvSize);
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}
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#endif
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return minUvSize;
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}
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struct PerPixelHeightDisplacementParam
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{
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float2 uv;
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};
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// Calculate displacement for per vertex displacement mapping
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float ComputePerPixelHeightDisplacement(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param)
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{
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// Note: No multiply by amplitude here. This is include in the maxHeight provide to POM
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// Tiling is automatically handled correctly here.
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return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
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}
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#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
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float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord)
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{
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return 0.0;
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}
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// Calculate displacement for per vertex displacement mapping
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float ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexColor, float lod)
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{
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float height = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, layerTexCoord.base, lod).r - _HeightCenter) * _HeightAmplitude;
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#ifdef _TESSELLATION_TILING_SCALE
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// When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement)
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// IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL.
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float tilingScale = rcp(max(_BaseColorMap_ST.x, _BaseColorMap_ST.y));
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height *= tilingScale;
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#endif
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return height;
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}
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void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade
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#endif
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ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
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LayerTexCoord layerTexCoord;
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ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
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GetLayerTexCoord(input, layerTexCoord);
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float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord);
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#ifdef _DEPTHOFFSET_ON
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ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput);
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#endif
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float3 interpolatedVertexNormal = input.worldToTangent[2].xyz;
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// We perform the conversion to world of the normalTS outside of the GetSurfaceData
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// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
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float3 normalTS;
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float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS);
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GetNormalWS(input, V, normalTS, surfaceData.normalWS);
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// This is use with anisotropic material
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surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
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// Done one time for all layered - cumulate with spec occ alpha for now
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surfaceData.specularOcclusion *= GetHorizonOcclusion(V, surfaceData.normalWS, interpolatedVertexNormal, _HorizonFade);
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// Caution: surfaceData must be fully initialize before calling GetBuiltinData
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GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData);
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}
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#else
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// Number of sampler are limited, we need to share sampler as much as possible with lit material
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// for this we put the constraint that the sampler are the same in a layered material for all textures of the same type
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// then we take the sampler matching the first textures use of this type
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#if defined(_NORMALMAP0)
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#if defined(_NORMALMAP_TANGENT_SPACE0)
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMap0
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#else
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS0
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#endif
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#elif defined(_NORMALMAP1)
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#if defined(_NORMALMAP_TANGENT_SPACE1)
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMap1
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#else
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS1
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#endif
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#elif defined(_NORMALMAP2)
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#if defined(_NORMALMAP_TANGENT_SPACE2)
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMap2
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#else
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS2
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#endif
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#else
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#if defined(_NORMALMAP_TANGENT_SPACE3)
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMap3
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#else
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#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS3
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#endif
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#endif
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#if defined(_DETAIL_MAP0)
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#define SAMPLER_DETAILMASK_IDX sampler_DetailMask0
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#define SAMPLER_DETAILMAP_IDX sampler_DetailMap0
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#elif defined(_DETAIL_MAP1)
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#define SAMPLER_DETAILMASK_IDX sampler_DetailMask1
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#define SAMPLER_DETAILMAP_IDX sampler_DetailMap1
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#elif defined(_DETAIL_MAP2)
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#define SAMPLER_DETAILMASK_IDX sampler_DetailMask2
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#define SAMPLER_DETAILMAP_IDX sampler_DetailMap2
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#else
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#define SAMPLER_DETAILMASK_IDX sampler_DetailMask3
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#define SAMPLER_DETAILMAP_IDX sampler_DetailMap3
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#endif
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#if defined(_MASKMAP0)
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#define SAMPLER_MASKMAP_IDX sampler_MaskMap0
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#elif defined(_MASKMAP1)
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#define SAMPLER_MASKMAP_IDX sampler_MaskMap1
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#elif defined(_MASKMAP2)
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#define SAMPLER_MASKMAP_IDX sampler_MaskMap2
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#else
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#define SAMPLER_MASKMAP_IDX sampler_MaskMap3
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#endif
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#if defined(_SPECULAROCCLUSIONMAP0)
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#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap0
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#elif defined(_SPECULAROCCLUSIONMAP1)
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#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap1
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#elif defined(_SPECULAROCCLUSIONMAP2)
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#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap2
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#else
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#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap3
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#endif
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#if defined(_HEIGHTMAP0)
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#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap0
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#elif defined(_HEIGHTMAP1)
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#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap1
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#elif defined(_HEIGHTMAP2)
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#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap2
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#elif defined(_HEIGHTMAP3)
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#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap3
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#endif
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// Define a helper macro
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#define ADD_ZERO_IDX(Name) Name##0
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// include LitDataInternal multiple time to define the variation of GetSurfaceData for each layer
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#define LAYER_INDEX 0
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#define ADD_IDX(Name) Name##0
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#ifdef _NORMALMAP0
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#define _NORMALMAP_IDX
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#endif
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#ifdef _NORMALMAP_TANGENT_SPACE0
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#define _NORMALMAP_TANGENT_SPACE_IDX
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#endif
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#ifdef _DETAIL_MAP0
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#define _DETAIL_MAP_IDX
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#endif
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#ifdef _MASKMAP0
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#define _MASKMAP_IDX
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#endif
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#ifdef _SPECULAROCCLUSIONMAP0
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#define _SPECULAROCCLUSIONMAP_IDX
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#endif
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#include "FabricDataInternal.hlsl"
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#undef LAYER_INDEX
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#undef ADD_IDX
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#undef _NORMALMAP_IDX
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#undef _NORMALMAP_TANGENT_SPACE_IDX
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#undef _DETAIL_MAP_IDX
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#undef _MASKMAP_IDX
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#undef _SPECULAROCCLUSIONMAP_IDX
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#define LAYER_INDEX 1
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#define ADD_IDX(Name) Name##1
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#ifdef _NORMALMAP1
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#define _NORMALMAP_IDX
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#endif
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#ifdef _NORMALMAP_TANGENT_SPACE1
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#define _NORMALMAP_TANGENT_SPACE_IDX
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#endif
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#ifdef _DETAIL_MAP1
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#define _DETAIL_MAP_IDX
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#endif
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#ifdef _MASKMAP1
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#define _MASKMAP_IDX
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#endif
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#ifdef _SPECULAROCCLUSIONMAP1
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#define _SPECULAROCCLUSIONMAP_IDX
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#endif
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#include "FabricDataInternal.hlsl"
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#undef LAYER_INDEX
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#undef ADD_IDX
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#undef _NORMALMAP_IDX
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#undef _NORMALMAP_TANGENT_SPACE_IDX
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#undef _DETAIL_MAP_IDX
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#undef _MASKMAP_IDX
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#undef _SPECULAROCCLUSIONMAP_IDX
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#define LAYER_INDEX 2
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#define ADD_IDX(Name) Name##2
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#ifdef _NORMALMAP2
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#define _NORMALMAP_IDX
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#endif
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#ifdef _NORMALMAP_TANGENT_SPACE2
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#define _NORMALMAP_TANGENT_SPACE_IDX
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#endif
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#ifdef _DETAIL_MAP2
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#define _DETAIL_MAP_IDX
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#endif
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#ifdef _MASKMAP2
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#define _MASKMAP_IDX
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#endif
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#ifdef _SPECULAROCCLUSIONMAP2
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#define _SPECULAROCCLUSIONMAP_IDX
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#endif
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#include "FabricDataInternal.hlsl"
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#undef LAYER_INDEX
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#undef ADD_IDX
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#undef _NORMALMAP_IDX
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#undef _NORMALMAP_TANGENT_SPACE_IDX
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#undef _DETAIL_MAP_IDX
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#undef _MASKMAP_IDX
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#undef _SPECULAROCCLUSIONMAP_IDX
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#define LAYER_INDEX 3
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#define ADD_IDX(Name) Name##3
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#ifdef _NORMALMAP3
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#define _NORMALMAP_IDX
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#endif
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#ifdef _NORMALMAP_TANGENT_SPACE3
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#define _NORMALMAP_TANGENT_SPACE_IDX
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#endif
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#ifdef _DETAIL_MAP3
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#define _DETAIL_MAP_IDX
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#endif
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#ifdef _MASKMAP3
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#define _MASKMAP_IDX
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#endif
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#ifdef _SPECULAROCCLUSIONMAP3
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#define _SPECULAROCCLUSIONMAP_IDX
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#endif
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#include "FabricDataInternal.hlsl"
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#undef LAYER_INDEX
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#undef ADD_IDX
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#undef _NORMALMAP_IDX
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#undef _NORMALMAP_TANGENT_SPACE_IDX
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#undef _DETAIL_MAP_IDX
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#undef _MASKMAP_IDX
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#undef _SPECULAROCCLUSIONMAP_IDX
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float3 BlendLayeredVector3(float3 x0, float3 x1, float3 x2, float3 x3, float weight[4])
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{
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float3 result = float3(0.0, 0.0, 0.0);
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result = x0 * weight[0] + x1 * weight[1];
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#if _LAYER_COUNT >= 3
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result += (x2 * weight[2]);
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#endif
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#if _LAYER_COUNT >= 4
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result += x3 * weight[3];
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#endif
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return result;
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}
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float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4])
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{
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float result = 0.0;
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result = x0 * weight[0] + x1 * weight[1];
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#if _LAYER_COUNT >= 3
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result += x2 * weight[2];
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#endif
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#if _LAYER_COUNT >= 4
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result += x3 * weight[3];
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#endif
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return result;
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}
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#define SURFACEDATA_BLEND_VECTOR3(surfaceData, name, mask) BlendLayeredVector3(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask);
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#define SURFACEDATA_BLEND_SCALAR(surfaceData, name, mask) BlendLayeredScalar(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask);
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#define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
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void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
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float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
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{
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layerTexCoord.vertexNormalWS = vertexNormalWS;
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layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
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int mappingType = UV_MAPPING_UVSET;
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#if defined(_LAYER_MAPPING_PLANAR_BLENDMASK)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_LAYER_MAPPING_TRIPLANAR_BLENDMASK)
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mappingType = UV_MAPPING_TRIPLANAR;
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#endif
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// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer and blend mask so it can optimize code
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// Note: Blend mask have its dedicated mapping and tiling. And as Main layer it only use UV0
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_UVMappingMask0 = float4(1.0, 0.0, 0.0, 0.0);
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// To share code, we simply call the regular code from the main layer for it then save the result, then do regular call for all layers.
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ComputeLayerTexCoord0(texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0),
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positionWS, mappingType, _TexWorldScaleBlendMask, layerTexCoord, _LayerTilingBlendMask);
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layerTexCoord.blendMask = layerTexCoord.base0;
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// On all layers (but not on blend mask) we can scale the tiling with object scale (only uniform supported)
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// Note: the object scale doesn't affect planar/triplanar mapping as they already handle the object scale.
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float tileObjectScale = 1.0;
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#ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
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// Extract scaling from world transform
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float4x4 worldTransform = GetObjectToWorldMatrix();
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// assuming uniform scaling, take only the first column
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tileObjectScale = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
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#endif
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mappingType = UV_MAPPING_UVSET;
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#if defined(_LAYER_MAPPING_PLANAR0)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_LAYER_MAPPING_TRIPLANAR0)
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mappingType = UV_MAPPING_TRIPLANAR;
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#endif
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ComputeLayerTexCoord0(texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0),
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positionWS, mappingType, _TexWorldScale0, layerTexCoord, _LayerTiling0
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#if !defined(_MAIN_LAYER_INFLUENCE_MODE)
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* tileObjectScale // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object)
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#endif
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);
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mappingType = UV_MAPPING_UVSET;
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#if defined(_LAYER_MAPPING_PLANAR1)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_LAYER_MAPPING_TRIPLANAR1)
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mappingType = UV_MAPPING_TRIPLANAR;
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#endif
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ComputeLayerTexCoord1(texCoord0, texCoord1, texCoord2, texCoord3,
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positionWS, mappingType, _TexWorldScale1, layerTexCoord, _LayerTiling1 * tileObjectScale);
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mappingType = UV_MAPPING_UVSET;
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#if defined(_LAYER_MAPPING_PLANAR2)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_LAYER_MAPPING_TRIPLANAR2)
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mappingType = UV_MAPPING_TRIPLANAR;
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#endif
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ComputeLayerTexCoord2(texCoord0, texCoord1, texCoord2, texCoord3,
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positionWS, mappingType, _TexWorldScale2, layerTexCoord, _LayerTiling2 * tileObjectScale);
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mappingType = UV_MAPPING_UVSET;
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#if defined(_LAYER_MAPPING_PLANAR3)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_LAYER_MAPPING_TRIPLANAR3)
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mappingType = UV_MAPPING_TRIPLANAR;
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#endif
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ComputeLayerTexCoord3(texCoord0, texCoord1, texCoord2, texCoord3,
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positionWS, mappingType, _TexWorldScale3, layerTexCoord, _LayerTiling3 * tileObjectScale);
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}
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// This is call only in this file
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// layerTexCoord must have been initialize to 0 outside of this function
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void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
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{
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#ifdef SURFACE_GRADIENT
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GenerateLayerTexCoordBasisTB(input, layerTexCoord);
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#endif
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GetLayerTexCoord(input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
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input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
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}
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void ApplyTessellationTileScale(inout float height0, inout float height1, inout float height2, inout float height3)
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{
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// When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement)
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#ifdef _TESSELLATION_TILING_SCALE
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float tileObjectScale = 1.0;
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#ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
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// Extract scaling from world transform
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float4x4 worldTransform = GetObjectToWorldMatrix();
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// assuming uniform scaling, take only the first column
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tileObjectScale = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
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#endif
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height0 /= _LayerTiling0 * max(_BaseColorMap0_ST.x, _BaseColorMap0_ST.y);
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#if !defined(_MAIN_LAYER_INFLUENCE_MODE)
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height0 *= tileObjectScale; // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object)
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#endif
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height1 /= tileObjectScale * _LayerTiling1 * max(_BaseColorMap1_ST.x, _BaseColorMap1_ST.y);
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height2 /= tileObjectScale * _LayerTiling2 * max(_BaseColorMap2_ST.x, _BaseColorMap2_ST.y);
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height3 /= tileObjectScale * _LayerTiling3 * max(_BaseColorMap3_ST.x, _BaseColorMap3_ST.y);
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#endif
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}
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// This function is just syntaxic sugar to nullify height not used based on heightmap avaibility and layer
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void SetEnabledHeightByLayer(inout float height0, inout float height1, inout float height2, inout float height3)
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{
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#ifndef _HEIGHTMAP0
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height0 = 0.0;
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#endif
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#ifndef _HEIGHTMAP1
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height1 = 0.0;
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#endif
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#ifndef _HEIGHTMAP2
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height2 = 0.0;
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#endif
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#ifndef _HEIGHTMAP3
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height3 = 0.0;
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#endif
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#if _LAYER_COUNT < 4
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height3 = 0.0;
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#endif
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#if _LAYER_COUNT < 3
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height2 = 0.0;
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#endif
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}
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void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER])
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{
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float masks[_MAX_LAYER];
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#if defined(_DENSITY_MODE)
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masks[0] = inputMasks.a;
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#else
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masks[0] = 1.0;
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#endif
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masks[1] = inputMasks.r;
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#if _LAYER_COUNT > 2
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masks[2] = inputMasks.g;
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#else
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masks[2] = 0.0;
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#endif
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#if _LAYER_COUNT > 3
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masks[3] = inputMasks.b;
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#else
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masks[3] = 0.0;
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#endif
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// calculate weight of each layers
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// Algorithm is like this:
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// Top layer have priority on others layers
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// If a top layer doesn't use the full weight, the remaining can be use by the following layer.
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float weightsSum = 0.0;
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[unroll]
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for (int i = _LAYER_COUNT - 1; i >= 0; --i)
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{
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outWeights[i] = min(masks[i], (1.0 - weightsSum));
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weightsSum = saturate(weightsSum + masks[i]);
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}
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}
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// Caution: Blend mask are Layer 1 R - Layer 2 G - Layer 3 B - Main Layer A
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float4 GetBlendMask(LayerTexCoord layerTexCoord, float4 vertexColor, bool useLodSampling = false, float lod = 0)
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{
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// Caution:
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// Blend mask are Main Layer A - Layer 1 R - Layer 2 G - Layer 3 B
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// Value for main layer is not use for blending itself but for alternate weighting like density.
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// Settings this specific Main layer blend mask in alpha allow to be transparent in case we don't use it and 1 is provide by default.
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float4 blendMasks = useLodSampling ? SAMPLE_UVMAPPING_TEXTURE2D_LOD(_LayerMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask, lod) : SAMPLE_UVMAPPING_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask);
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#if defined(_LAYER_MASK_VERTEX_COLOR_MUL)
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blendMasks *= vertexColor;
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#elif defined(_LAYER_MASK_VERTEX_COLOR_ADD)
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blendMasks = saturate(blendMasks + vertexColor * 2.0 - 1.0);
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#endif
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return blendMasks;
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}
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// Return the maximun amplitude use by all enabled heightmap
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// use for tessellation culling and per pixel displacement
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// TODO: For vertex displacement this should take into account the modification in ApplyTessellationTileScale but it should be conservative here (as long as tiling is not negative)
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float GetMaxDisplacement()
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{
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float maxDisplacement = 0.0;
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#if defined(_HEIGHTMAP0)
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maxDisplacement = max(_LayerHeightAmplitude0, maxDisplacement);
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#endif
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#if defined(_HEIGHTMAP1)
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maxDisplacement = max(_LayerHeightAmplitude1
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#if defined(_MAIN_LAYER_INFLUENCE_MODE)
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+_LayerHeightAmplitude0 * _InheritBaseHeight1
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#endif
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, maxDisplacement);
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#endif
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#if _LAYER_COUNT >= 3
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#if defined(_HEIGHTMAP2)
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maxDisplacement = max(_LayerHeightAmplitude2
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#if defined(_MAIN_LAYER_INFLUENCE_MODE)
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+_LayerHeightAmplitude0 * _InheritBaseHeight2
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#endif
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, maxDisplacement);
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#endif
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#endif
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#if _LAYER_COUNT >= 4
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#if defined(_HEIGHTMAP3)
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maxDisplacement = max(_LayerHeightAmplitude3
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#if defined(_MAIN_LAYER_INFLUENCE_MODE)
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+_LayerHeightAmplitude0 * _InheritBaseHeight3
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#endif
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, maxDisplacement);
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#endif
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#endif
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return maxDisplacement;
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}
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// Return the minimun uv size for all layers including triplanar
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float2 GetMinUvSize(LayerTexCoord layerTexCoord)
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{
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float2 minUvSize = float2(FLT_MAX, FLT_MAX);
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#if defined(_HEIGHTMAP0)
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if (layerTexCoord.base0.mappingType == UV_MAPPING_TRIPLANAR)
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{
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minUvSize = min(layerTexCoord.base0.uvZY * _HeightMap0_TexelSize.zw, minUvSize);
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minUvSize = min(layerTexCoord.base0.uvXZ * _HeightMap0_TexelSize.zw, minUvSize);
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minUvSize = min(layerTexCoord.base0.uvXY * _HeightMap0_TexelSize.zw, minUvSize);
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}
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else
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{
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minUvSize = min(layerTexCoord.base0.uv * _HeightMap0_TexelSize.zw, minUvSize);
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}
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#endif
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#if defined(_HEIGHTMAP1)
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if (layerTexCoord.base1.mappingType == UV_MAPPING_TRIPLANAR)
|
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{
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minUvSize = min(layerTexCoord.base1.uvZY * _HeightMap1_TexelSize.zw, minUvSize);
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minUvSize = min(layerTexCoord.base1.uvXZ * _HeightMap1_TexelSize.zw, minUvSize);
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minUvSize = min(layerTexCoord.base1.uvXY * _HeightMap1_TexelSize.zw, minUvSize);
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}
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else
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|
{
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|
minUvSize = min(layerTexCoord.base1.uv * _HeightMap1_TexelSize.zw, minUvSize);
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}
|
|
#endif
|
|
|
|
#if _LAYER_COUNT >= 3
|
|
#if defined(_HEIGHTMAP2)
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|
if (layerTexCoord.base2.mappingType == UV_MAPPING_TRIPLANAR)
|
|
{
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|
minUvSize = min(layerTexCoord.base2.uvZY * _HeightMap2_TexelSize.zw, minUvSize);
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|
minUvSize = min(layerTexCoord.base2.uvXZ * _HeightMap2_TexelSize.zw, minUvSize);
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|
minUvSize = min(layerTexCoord.base2.uvXY * _HeightMap2_TexelSize.zw, minUvSize);
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|
}
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|
else
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|
{
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|
minUvSize = min(layerTexCoord.base2.uv * _HeightMap2_TexelSize.zw, minUvSize);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
#if _LAYER_COUNT >= 4
|
|
#if defined(_HEIGHTMAP3)
|
|
if (layerTexCoord.base3.mappingType == UV_MAPPING_TRIPLANAR)
|
|
{
|
|
minUvSize = min(layerTexCoord.base3.uvZY * _HeightMap3_TexelSize.zw, minUvSize);
|
|
minUvSize = min(layerTexCoord.base3.uvXZ * _HeightMap3_TexelSize.zw, minUvSize);
|
|
minUvSize = min(layerTexCoord.base3.uvXY * _HeightMap3_TexelSize.zw, minUvSize);
|
|
}
|
|
else
|
|
{
|
|
minUvSize = min(layerTexCoord.base3.uv * _HeightMap3_TexelSize.zw, minUvSize);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
return minUvSize;
|
|
}
|
|
|
|
struct PerPixelHeightDisplacementParam
|
|
{
|
|
float weights[_MAX_LAYER];
|
|
float2 uv[_MAX_LAYER];
|
|
float mainHeightInfluence;
|
|
};
|
|
|
|
// Calculate displacement for per vertex displacement mapping
|
|
float ComputePerPixelHeightDisplacement(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param)
|
|
{
|
|
#if defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || defined(_HEIGHTMAP2) || defined(_HEIGHTMAP3)
|
|
// Note: No multiply by amplitude here, this is bake into the weights and apply in BlendLayeredScalar
|
|
// The amplitude is normalize to be able to work with POM algorithm
|
|
// Tiling is automatically handled correctly here as we use 4 differents uv even if they come from the same UVSet (they include the tiling)
|
|
float height0 = SAMPLE_TEXTURE2D_LOD(_HeightMap0, SAMPLER_HEIGHTMAP_IDX, param.uv[0] + texOffsetCurrent, lod).r;
|
|
float height1 = SAMPLE_TEXTURE2D_LOD(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, param.uv[1] + texOffsetCurrent, lod).r;
|
|
float height2 = SAMPLE_TEXTURE2D_LOD(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, param.uv[2] + texOffsetCurrent, lod).r;
|
|
float height3 = SAMPLE_TEXTURE2D_LOD(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, param.uv[3] + texOffsetCurrent, lod).r;
|
|
SetEnabledHeightByLayer(height0, height1, height2, height3); // Not needed as already put in weights but paranoid mode
|
|
return BlendLayeredScalar(height0, height1, height2, height3, param.weights) + height0 * param.mainHeightInfluence;
|
|
#else
|
|
return 0.0;
|
|
#endif
|
|
}
|
|
|
|
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
|
|
|
|
// PPD is affecting only one mapping at the same time, mean we need to execute it for each mapping (UV0, UV1, 3 times for triplanar etc..)
|
|
// We chose to not support all this case that are extremely hard to manage (for example mixing different mapping, mean it also require different tangent space that is not supported in Unity)
|
|
// For these reasons we put the following rules
|
|
// Rules:
|
|
// - Mapping is the same for all layers that use an Heightmap (i.e all are UV, planar or triplanar)
|
|
// - Mapping UV is UV0 only because we need to convert view vector in texture space and this is only available for UV0
|
|
// - Heightmap can be enabled per layer
|
|
// - Blend Mask use same mapping as main layer (UVO, Planar, Triplanar)
|
|
// From these rules it mean that PPD is enable only if the user 1) ask for it, 2) if there is one heightmap enabled on active layer, 3) if mapping is the same for all layer respecting 2), 4) if mapping is UV0, planar or triplanar mapping
|
|
// Most contraint are handled by the inspector (i.e the UI) like the mapping constraint and is assumed in the shader.
|
|
float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord)
|
|
{
|
|
bool ppdEnable = false;
|
|
bool isPlanar = false;
|
|
bool isTriplanar = false;
|
|
|
|
#ifdef _PER_PIXEL_DISPLACEMENT
|
|
|
|
// To know if we are planar or triplanar just need to check if any of the active heightmap layer is true as they are enforce to be the same mapping
|
|
#if defined(_HEIGHTMAP0)
|
|
ppdEnable = true;
|
|
isPlanar = layerTexCoord.base0.mappingType == UV_MAPPING_PLANAR;
|
|
isTriplanar = layerTexCoord.base0.mappingType == UV_MAPPING_TRIPLANAR;
|
|
#endif
|
|
|
|
#if defined(_HEIGHTMAP1)
|
|
ppdEnable = true;
|
|
isPlanar = layerTexCoord.base1.mappingType == UV_MAPPING_PLANAR;
|
|
isTriplanar = layerTexCoord.base1.mappingType == UV_MAPPING_TRIPLANAR;
|
|
#endif
|
|
|
|
#if _LAYER_COUNT >= 3
|
|
#if defined(_HEIGHTMAP2)
|
|
ppdEnable = true;
|
|
isPlanar = layerTexCoord.base2.mappingType == UV_MAPPING_PLANAR;
|
|
isTriplanar = layerTexCoord.base2.mappingType == UV_MAPPING_TRIPLANAR;
|
|
#endif
|
|
#endif
|
|
|
|
#if _LAYER_COUNT >= 4
|
|
#if defined(_HEIGHTMAP3)
|
|
ppdEnable = true;
|
|
isPlanar = layerTexCoord.base3.mappingType == UV_MAPPING_PLANAR;
|
|
isTriplanar = layerTexCoord.base3.mappingType == UV_MAPPING_TRIPLANAR;
|
|
#endif
|
|
#endif
|
|
|
|
#endif // _PER_PIXEL_DISPLACEMENT
|
|
|
|
if (ppdEnable)
|
|
{
|
|
// Even if we use same mapping we can have different tiling. For per pixel displacement we will perform the ray marching with already tiled uv
|
|
float maxHeight = GetMaxDisplacement();
|
|
// Compute lod as we will sample inside a loop(so can't use regular sampling)
|
|
// Note: It appear that CALCULATE_TEXTURE2D_LOD only return interger lod. We want to use float lod to have smoother transition and fading, so do our own calculation.
|
|
// Approximation of lod to used. Be conservative here, we will take the highest mip of all layers.
|
|
// Remember, we assume that we used the same mapping for all layer, so only size matter.
|
|
float2 minUvSize = GetMinUvSize(layerTexCoord);
|
|
float lod = ComputeTextureLOD(minUvSize);
|
|
|
|
// Calculate blend weights
|
|
float4 blendMasks = GetBlendMask(layerTexCoord, input.color);
|
|
|
|
float weights[_MAX_LAYER];
|
|
ComputeMaskWeights(blendMasks, weights);
|
|
|
|
// Be sure we are not considering weight here were there is no heightmap
|
|
SetEnabledHeightByLayer(weights[0], weights[1], weights[2], weights[3]);
|
|
|
|
PerPixelHeightDisplacementParam ppdParam;
|
|
#if defined(_MAIN_LAYER_INFLUENCE_MODE)
|
|
// For per pixel displacement we need to have normalized height scale to calculate the interesection (required by the algorithm we use)
|
|
// mean that we will normalize by the highest amplitude.
|
|
// We store this normalization factor with the weights as it will be multiply by the readed height.
|
|
ppdParam.weights[0] = weights[0] * (_LayerHeightAmplitude0) / maxHeight;
|
|
ppdParam.weights[1] = weights[1] * (_LayerHeightAmplitude1 + _LayerHeightAmplitude0 * _InheritBaseHeight1) / maxHeight;
|
|
ppdParam.weights[2] = weights[2] * (_LayerHeightAmplitude2 + _LayerHeightAmplitude0 * _InheritBaseHeight2) / maxHeight;
|
|
ppdParam.weights[3] = weights[3] * (_LayerHeightAmplitude3 + _LayerHeightAmplitude0 * _InheritBaseHeight3) / maxHeight;
|
|
|
|
// Think that inheritbasedheight will be 0 if height0 is fully visible in weights. So there is no double contribution of height0
|
|
float mainHeightInfluence = BlendLayeredScalar(0.0, _InheritBaseHeight1, _InheritBaseHeight2, _InheritBaseHeight3, weights);
|
|
ppdParam.mainHeightInfluence = mainHeightInfluence;
|
|
#else
|
|
[unroll]
|
|
for (int i = 0; i < _MAX_LAYER; ++i)
|
|
{
|
|
ppdParam.weights[i] = weights[i];
|
|
}
|
|
ppdParam.mainHeightInfluence = 0.0;
|
|
#endif
|
|
|
|
float height; // final height processed
|
|
float NdotV;
|
|
|
|
// We need to calculate the texture space direction. It depends on the mapping.
|
|
if (isTriplanar)
|
|
{
|
|
// TODO: implement. Require 3 call to POM + dedicated viewDirTS based on triplanar convention
|
|
// apply the 3 offset on all layers
|
|
/*
|
|
|
|
ppdParam.uv[0] = layerTexCoord.base0.uvZY;
|
|
ppdParam.uv[1] = layerTexCoord.base1.uvYZ;
|
|
ppdParam.uv[2] = layerTexCoord.base2.uvYZ;
|
|
ppdParam.uv[3] = layerTexCoord.base3.uvYZ;
|
|
|
|
float3 viewDirTS = ;
|
|
int numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, abs(viewDirTS.z));
|
|
ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam);
|
|
|
|
// Apply to all uvZY
|
|
|
|
// Repeat for uvXZ
|
|
|
|
// Repeat for uvXY
|
|
|
|
// Apply to all layer that used triplanar
|
|
*/
|
|
height = 1;
|
|
NdotV = 1;
|
|
}
|
|
else
|
|
{
|
|
ppdParam.uv[0] = layerTexCoord.base0.uv;
|
|
ppdParam.uv[1] = layerTexCoord.base1.uv;
|
|
ppdParam.uv[2] = layerTexCoord.base2.uv;
|
|
ppdParam.uv[3] = layerTexCoord.base3.uv;
|
|
|
|
float3x3 worldToTangent = input.worldToTangent;
|
|
|
|
// Note: The TBN is not normalize as it is based on mikkt. We should normalize it, but POM is always use on simple enough surfarce that mean it is not required (save 2 normalize). Tag: SURFACE_GRADIENT
|
|
// For planar the view vector is the world view vector (unless we want to support object triplanar ? and in this case used TransformWorldToObject)
|
|
// TODO: do we support object triplanar ? See ComputeLayerTexCoord
|
|
float3 viewDirTS = isPlanar ? float3(-V.xz, V.y) : TransformWorldToTangent(V, worldToTangent);
|
|
NdotV = viewDirTS.z;
|
|
|
|
int numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z);
|
|
|
|
float2 offset = ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam, height);
|
|
|
|
// Apply offset to all planar UV if applicable
|
|
float4 planarWeight = float4(layerTexCoord.base0.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0,
|
|
layerTexCoord.base1.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0,
|
|
layerTexCoord.base2.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0,
|
|
layerTexCoord.base3.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0);
|
|
|
|
// _UVMappingMask0.x will be 1.0 is UVSet0 is used;
|
|
float4 offsetWeights = isPlanar ? planarWeight : float4(_UVMappingMask0.x, _UVMappingMask1.x, _UVMappingMask2.x, _UVMappingMask3.x);
|
|
|
|
layerTexCoord.base0.uv += offsetWeights.x * offset;
|
|
layerTexCoord.base1.uv += offsetWeights.y * offset;
|
|
layerTexCoord.base2.uv += offsetWeights.z * offset;
|
|
layerTexCoord.base3.uv += offsetWeights.w * offset;
|
|
|
|
offsetWeights = isPlanar ? planarWeight : float4(_UVDetailsMappingMask0.x, _UVDetailsMappingMask1.x, _UVDetailsMappingMask2.x, _UVDetailsMappingMask3.x);
|
|
|
|
layerTexCoord.details0.uv += offsetWeights.x * offset;
|
|
layerTexCoord.details1.uv += offsetWeights.y * offset;
|
|
layerTexCoord.details2.uv += offsetWeights.z * offset;
|
|
layerTexCoord.details3.uv += offsetWeights.w * offset;
|
|
}
|
|
|
|
// Since POM "pushes" geometry inwards (rather than extrude it), { height = height - 1 }.
|
|
// Since the result is used as a 'depthOffsetVS', it needs to be positive, so we flip the sign.
|
|
float verticalDisplacement = maxHeight - height * maxHeight;
|
|
// IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL.
|
|
float tilingScale = rcp(max(_BaseColorMap0_ST.x, _BaseColorMap0_ST.y));
|
|
return tilingScale * verticalDisplacement / NdotV;
|
|
}
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
// Calculate displacement for per vertex displacement mapping
|
|
float ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexColor, float lod)
|
|
{
|
|
float4 blendMasks = GetBlendMask(layerTexCoord, vertexColor, true, lod);
|
|
|
|
float weights[_MAX_LAYER];
|
|
ComputeMaskWeights(blendMasks, weights);
|
|
|
|
#if defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || defined(_HEIGHTMAP2) || defined(_HEIGHTMAP3)
|
|
float height0 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap0, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base0, lod).r - _LayerCenterOffset0) * _LayerHeightAmplitude0;
|
|
float height1 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base1, lod).r - _LayerCenterOffset1) * _LayerHeightAmplitude1;
|
|
float height2 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base2, lod).r - _LayerCenterOffset2) * _LayerHeightAmplitude2;
|
|
float height3 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base3, lod).r - _LayerCenterOffset3) * _LayerHeightAmplitude3;
|
|
ApplyTessellationTileScale(height0, height1, height2, height3); // Only apply with per vertex displacement
|
|
SetEnabledHeightByLayer(height0, height1, height2, height3);
|
|
float heightResult = BlendLayeredScalar(height0, height1, height2, height3, weights);
|
|
|
|
#if defined(_MAIN_LAYER_INFLUENCE_MODE)
|
|
// Think that inheritbasedheight will be 0 if height0 is fully visible in weights. So there is no double contribution of height0
|
|
float inheritBaseHeight = BlendLayeredScalar(0.0, _InheritBaseHeight1, _InheritBaseHeight2, _InheritBaseHeight3, weights);
|
|
return heightResult + height0 * inheritBaseHeight;
|
|
#endif
|
|
|
|
#else
|
|
float heightResult = 0.0;
|
|
#endif
|
|
return heightResult;
|
|
}
|
|
|
|
float3 ApplyHeightBasedBlend(float3 inputMask, float3 inputHeight, float3 blendUsingHeight)
|
|
{
|
|
return saturate(lerp(inputMask * inputHeight * blendUsingHeight * 100, 1, inputMask * inputMask)); // 100 arbitrary scale to limit blendUsingHeight values.
|
|
}
|
|
|
|
// Calculate weights to apply to each layer
|
|
// Caution: This function must not be use for per vertex/pixel displacement, there is a dedicated function for them.
|
|
// This function handle triplanar
|
|
void ComputeLayerWeights(FragInputs input, LayerTexCoord layerTexCoord, float4 inputAlphaMask, out float outWeights[_MAX_LAYER])
|
|
{
|
|
float4 blendMasks = GetBlendMask(layerTexCoord, input.color);
|
|
|
|
#if defined(_DENSITY_MODE)
|
|
// Note: blendMasks.argb because a is main layer
|
|
float4 minOpaParam = float4(_MinimumOpacity0, _MinimumOpacity1, _MinimumOpacity2, _MinimumOpacity3);
|
|
float4 remapedOpacity = lerp(minOpaParam, float4(1.0, 1.0, 1.0, 1.0), inputAlphaMask); // Remap opacity mask from [0..1] to [minOpa..1]
|
|
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0);
|
|
|
|
float4 useOpacityAsDensityParam = float4(_OpacityAsDensity0, _OpacityAsDensity1, _OpacityAsDensity2, _OpacityAsDensity3);
|
|
blendMasks.argb = lerp(blendMasks.argb * remapedOpacity, opacityAsDensity, useOpacityAsDensityParam);
|
|
#endif
|
|
|
|
#if defined(_HEIGHT_BASED_BLEND)
|
|
|
|
#if defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || defined(_HEIGHTMAP2) || defined(_HEIGHTMAP3)
|
|
float height0 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap0, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base0).r - _LayerCenterOffset0) * _LayerHeightAmplitude0;
|
|
float height1 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base1).r - _LayerCenterOffset1) * _LayerHeightAmplitude1;
|
|
float height2 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base2).r - _LayerCenterOffset2) * _LayerHeightAmplitude2;
|
|
float height3 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base3).r - _LayerCenterOffset3) * _LayerHeightAmplitude3;
|
|
SetEnabledHeightByLayer(height0, height1, height2, height3);
|
|
float4 heights = float4(height0, height1, height2, height3);
|
|
|
|
// HACK: use height0 to avoid compiler error for unused sampler - To remove when we can have a sampler without a textures
|
|
#if !defined(_PER_PIXEL_DISPLACEMENT)
|
|
// We don't use height 0 for the height blend based mode
|
|
heights.y += (heights.x * 0.0001);
|
|
#endif
|
|
#else
|
|
float4 heights = float4(0.0, 0.0, 0.0, 0.0);
|
|
#endif
|
|
|
|
// don't apply on main layer
|
|
blendMasks.rgb = ApplyHeightBasedBlend(blendMasks.rgb, heights.yzw, float3(_BlendUsingHeight1, _BlendUsingHeight2, _BlendUsingHeight3));
|
|
#endif
|
|
|
|
ComputeMaskWeights(blendMasks, outWeights);
|
|
}
|
|
|
|
float3 ComputeMainNormalInfluence(FragInputs input, float3 normalTS0, float3 normalTS1, float3 normalTS2, float3 normalTS3, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER])
|
|
{
|
|
// Get our regular normal from regular layering
|
|
float3 normalTS = BlendLayeredVector3(normalTS0, normalTS1, normalTS2, normalTS3, weights);
|
|
|
|
// THen get Main Layer Normal influence factor. Main layer is 0 because it can't be influence. In this case the final lerp return normalTS.
|
|
float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseNormal1, _InheritBaseNormal2, _InheritBaseNormal3, weights);
|
|
// We will add smoothly the contribution of the normal map by using lower mips with help of bias sampling. InfluenceFactor must be [0..numMips] // Caution it cause banding...
|
|
// Note: that we don't take details map into account here.
|
|
float maxMipBias = log2(max(_NormalMap0_TexelSize.z, _NormalMap0_TexelSize.w)); // don't do + 1 as it is for bias, not lod
|
|
float3 mainNormalTS = GetNormalTS0(input, layerTexCoord, float3(0.0, 0.0, 1.0), 0.0, true, maxMipBias * (1.0 - influenceFactor));
|
|
|
|
// Add on our regular normal a bit of Main Layer normal base on influence factor. Note that this affect only the "visible" normal.
|
|
#ifdef SURFACE_GRADIENT
|
|
return normalTS + influenceFactor * mainNormalTS;
|
|
#else
|
|
return lerp(normalTS, BlendNormalRNM(normalTS, mainNormalTS), influenceFactor);
|
|
#endif
|
|
}
|
|
|
|
float3 ComputeMainBaseColorInfluence(float3 baseColor0, float3 baseColor1, float3 baseColor2, float3 baseColor3, float compoMask, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER])
|
|
{
|
|
float3 baseColor = BlendLayeredVector3(baseColor0, baseColor1, baseColor2, baseColor3, weights);
|
|
|
|
float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseColor1, _InheritBaseColor2, _InheritBaseColor3, weights);
|
|
float influenceThreshold = BlendLayeredScalar(1.0, _InheritBaseColorThreshold1, _InheritBaseColorThreshold2, _InheritBaseColorThreshold3, weights);
|
|
|
|
influenceFactor = influenceFactor * (1.0 - saturate(compoMask / influenceThreshold));
|
|
|
|
// We want to calculate the mean color of the texture. For this we will sample a low mipmap
|
|
float textureBias = 15.0; // Use maximum bias
|
|
float3 baseMeanColor0 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap0, sampler_BaseColorMap0, layerTexCoord.base0, textureBias).rgb *_BaseColor0.rgb;
|
|
float3 baseMeanColor1 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap1, sampler_BaseColorMap0, layerTexCoord.base1, textureBias).rgb *_BaseColor1.rgb;
|
|
float3 baseMeanColor2 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap2, sampler_BaseColorMap0, layerTexCoord.base2, textureBias).rgb *_BaseColor2.rgb;
|
|
float3 baseMeanColor3 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap3, sampler_BaseColorMap0, layerTexCoord.base3, textureBias).rgb *_BaseColor3.rgb;
|
|
|
|
float3 meanColor = BlendLayeredVector3(baseMeanColor0, baseMeanColor1, baseMeanColor2, baseMeanColor3, weights);
|
|
|
|
// If we inherit from base layer, we will add a bit of it
|
|
// We add variance of current visible level and the base color 0 or mean (to retrieve initial color) depends on influence
|
|
// (baseColor - meanColor) + lerp(meanColor, baseColor0, inheritBaseColor) simplify to
|
|
// saturate(influenceFactor * (baseColor0 - meanColor) + baseColor);
|
|
// There is a special case when baseColor < meanColor to avoid getting negative values.
|
|
float3 factor = baseColor > meanColor ? (baseColor0 - meanColor) : (baseColor0 * baseColor / meanColor - baseColor);
|
|
return influenceFactor * factor + baseColor;
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
|
|
LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
|
|
|
|
LayerTexCoord layerTexCoord;
|
|
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
|
|
GetLayerTexCoord(input, layerTexCoord);
|
|
|
|
float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput);
|
|
#endif
|
|
|
|
SurfaceData surfaceData0, surfaceData1, surfaceData2, surfaceData3;
|
|
float3 normalTS0, normalTS1, normalTS2, normalTS3;
|
|
float alpha0 = GetSurfaceData0(input, layerTexCoord, surfaceData0, normalTS0);
|
|
float alpha1 = GetSurfaceData1(input, layerTexCoord, surfaceData1, normalTS1);
|
|
float alpha2 = GetSurfaceData2(input, layerTexCoord, surfaceData2, normalTS2);
|
|
float alpha3 = GetSurfaceData3(input, layerTexCoord, surfaceData3, normalTS3);
|
|
|
|
// Note: If per pixel displacement is enabled it mean we will fetch again the various heightmaps at the intersection location. Not sure the compiler can optimize.
|
|
float weights[_MAX_LAYER];
|
|
ComputeLayerWeights(input, layerTexCoord, float4(alpha0, alpha1, alpha2, alpha3), weights);
|
|
|
|
// For layered shader, alpha of base color is used as either an opacity mask, a composition mask for inheritance parameters or a density mask.
|
|
float alpha = PROP_BLEND_SCALAR(alpha, weights);
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(alpha - _AlphaCutoff);
|
|
#endif
|
|
|
|
#if defined(_MAIN_LAYER_INFLUENCE_MODE)
|
|
surfaceData.baseColor = ComputeMainBaseColorInfluence(surfaceData0.baseColor, surfaceData1.baseColor, surfaceData2.baseColor, surfaceData3.baseColor, alpha0, layerTexCoord, weights);
|
|
float3 normalTS = ComputeMainNormalInfluence(input, normalTS0, normalTS1, normalTS2, normalTS3, layerTexCoord, weights);
|
|
#else
|
|
surfaceData.baseColor = SURFACEDATA_BLEND_VECTOR3(surfaceData, baseColor, weights);
|
|
float3 normalTS = BlendLayeredVector3(normalTS0, normalTS1, normalTS2, normalTS3, weights);
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = SURFACEDATA_BLEND_SCALAR(surfaceData, perceptualSmoothness, weights);
|
|
surfaceData.ambientOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, ambientOcclusion, weights);
|
|
surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. Tag: SURFACE_GRADIENT
|
|
// Init other parameters
|
|
surfaceData.materialId = 1; // MaterialId.LitStandard
|
|
surfaceData.anisotropy = 0;
|
|
surfaceData.specular = 0.04;
|
|
surfaceData.subsurfaceRadius = 1.0;
|
|
surfaceData.thickness = 0.0;
|
|
surfaceData.subsurfaceProfile = 0;
|
|
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
|
|
|
|
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
|
|
// This is use with anisotropic material
|
|
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
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// Done one time for all layered - cumulate with spec occ alpha for now
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surfaceData.specularOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, specularOcclusion, weights);
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surfaceData.specularOcclusion *= GetHorizonOcclusion(V, surfaceData.normalWS, input.worldToTangent[2].xyz, _HorizonFade);
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GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData);
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}
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#endif // #ifndef LAYERED_LIT_SHADER
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#ifdef TESSELLATION_ON
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//#include "LitTessellation.hlsl" // Must be after GetLayerTexCoord() declaration
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#endif
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