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void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0)
{
// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)
float2 uvBase = ADD_IDX(_UVMappingMask).x * texCoord0 +
ADD_IDX(_UVMappingMask).y * texCoord1 +
ADD_IDX(_UVMappingMask).z * texCoord2 +
ADD_IDX(_UVMappingMask).w * texCoord3;
// Only used with layered, allow to have additional tiling
uvBase *= additionalTiling.xx;
float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * texCoord0 +
ADD_IDX(_UVDetailsMappingMask).y * texCoord1 +
ADD_IDX(_UVDetailsMappingMask).z * texCoord2 +
ADD_IDX(_UVDetailsMappingMask).w * texCoord3;
uvDetails *= additionalTiling.xx;
// If base is planar/triplanar then detail map is forced to be planar/triplanar
ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType;
ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS;
// Copy data for the uvmapping
ADD_IDX(layerTexCoord.details).triplanarWeights = ADD_IDX(layerTexCoord.base).triplanarWeights = layerTexCoord.triplanarWeights;
// TODO: Currently we only handle world planar/triplanar but we may want local planar/triplanar.
// In this case both position and normal need to be convert to object space.
// planar/triplanar
float2 uvXZ;
float2 uvXY;
float2 uvZY;
GetTriplanarCoordinate(positionWS * worldScale, uvXZ, uvXY, uvZY);
// Planar is just XZ of triplanar
if (mappingType == UV_MAPPING_PLANAR)
{
uvBase = uvDetails = uvXZ;
}
// Apply tiling options
ADD_IDX(layerTexCoord.base).uv = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.fuzz).uv = TRANSFORM_TEX(0.1*uvDetails, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.base).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.base).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.base).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_DetailMap));
#ifdef SURFACE_GRADIENT
// This part is only relevant for normal mapping with UV_MAPPING_UVSET
// Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context
ADD_IDX(layerTexCoord.base).tangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexTangentWS0 +
ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexTangentWS1 +
ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexTangentWS2 +
ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexTangentWS3;
ADD_IDX(layerTexCoord.base).bitangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexBitangentWS0 +
ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexBitangentWS1 +
ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexBitangentWS2 +
ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexBitangentWS3;
ADD_IDX(layerTexCoord.details).tangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexTangentWS0 +
ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexTangentWS1 +
ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexTangentWS2 +
ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexTangentWS3;
ADD_IDX(layerTexCoord.details).bitangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexBitangentWS0 +
ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexBitangentWS1 +
ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexBitangentWS2 +
ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexBitangentWS3;
#endif
}
float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask, bool useBias, float bias)
{
float3 normalTS;
#ifdef _NORMALMAP_IDX
#ifdef _NORMALMAP_TANGENT_SPACE_IDX
if (useBias)
{
normalTS = SAMPLE_UVMAPPING_NORMALMAP_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale), bias);
}
else
{
normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale));
}
#else // Object space
// We forbid scale in case of object space as it make no sense
// To be able to combine object space normal with detail map then later we will re-transform it to world space.
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
if (useBias)
{
#ifdef SURFACE_GRADIENT
// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
float3 normalOS = SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], normalOS);
#else
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias), 1.0);
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
#endif
}
else
{
#ifdef SURFACE_GRADIENT
// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
#else
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);
#endif
}
#endif
#ifdef _DETAIL_MAP_IDX
#ifdef SURFACE_GRADIENT
normalTS += detailNormalTS;
#else
normalTS = BlendNormalRNM(normalTS, detailNormalTS);
#endif
#endif
#else
#ifdef SURFACE_GRADIENT
normalTS = float3(0.0, 0.0, 0.0); // No gradient
#else
normalTS = float3(0.0, 0.0, 1.0);
#endif
#endif
return normalTS;
}
static int bayer4x4[16] = { 0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
15, 7, 13, 5 };
float BayerDither4x4(float2 uv){
int i = int(fmod(uv.x, 4));
int j = int(fmod(uv.y, 4));
return bayer4x4[(i + j * 4.0)] / 16.0;
}
// Return opacity
float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS)
{
float alpha = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.details)).a * ADD_IDX(_BaseColor).a;
// Perform alha test very early to save performance (a killed pixel will not sample textures)
float3 detailNormalTS = float3(0.0, 0.0, 0.0);
float detailMask = 0.0;
#ifdef _DETAIL_MAP_IDX
detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMask), SAMPLER_DETAILMASK_IDX, ADD_IDX(layerTexCoord.fuzz)).r;
float4 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details));
float detailAlbedo = detailAlbedoAndSmoothness.r;
float detailSmoothness = detailAlbedoAndSmoothness.g;
float detailAlpha = detailAlbedoAndSmoothness.a;
// Resample the detail map but this time for the normal map. This call should be optimize by the compiler
// We split both call due to trilinear mapping
detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale));
#endif
#if defined(_ALPHATEST_ON) && !defined(LAYERED_LIT_SHADER)
#ifdef _DETAIL_MAP_IDX
alpha *= detailAlpha;
#endif
//Dither
//----------------------------------
float a0 = round(alpha);
float a1 = 1 - a0;
float ditherSample = BayerDither4x4(input.unPositionSS.xy);
float ditherPattern = (abs(a0 - alpha) < ditherSample) ? a1 : a0;
//alpha = alpha > ditherPattern ? 1.0 : alpha;
//----------------------------------
clip(alpha - _AlphaCutoff); // Let artists make prepass cutout thinner
#endif
surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb;
#ifdef _DETAIL_MAP_IDX
surfaceData.baseColor = surfaceData.baseColor*lerp(1,detailAlbedo, ADD_IDX(_DetailAlbedoScale))+_DetailFuzz1*detailMask;
#endif
#ifdef _SPECULAROCCLUSIONMAP_IDX
// TODO: Do something. For now just take alpha channel
surfaceData.specularOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), SAMPLER_SPECULAROCCLUSIONMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
#else
// The specular occlusion will be perform outside the internal loop
surfaceData.specularOcclusion = 1.0;
#endif
surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this to keep quiet the compiler, but this is overriden later (0, 0, 0) so if we forget to override the compiler may comply.
normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, 1.0, false, 0.0);
#if defined(_MASKMAP_IDX)
surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
#else
surfaceData.perceptualSmoothness = 1.0;
#endif
surfaceData.perceptualSmoothness *= ADD_IDX(lerp(0.1,0.6,_Smoothness));
#ifdef _DETAIL_MAP_IDX
// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float smoothnessOverlay = (detailSmoothness < 0.5) ?
surfaceData.perceptualSmoothness * PositivePow(2.0 * detailSmoothness, ADD_IDX(_DetailSmoothnessScale)) :
1.0 - (1.0 - surfaceData.perceptualSmoothness) * PositivePow(2.0 * (1.0 - detailSmoothness), ADD_IDX(_DetailSmoothnessScale));
surfaceData.perceptualSmoothness = saturate(smoothnessOverlay);
#endif
// MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), emissive Mask (Optional), Smoothness
#ifdef _MASKMAP_IDX
surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g;
#else
surfaceData.ambientOcclusion = 1.0;
#endif
// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
#if !defined(LAYERED_LIT_SHADER)
// TODO: In order to let the compiler optimize in case of forward rendering this need to be a variant (shader feature) and not a parameter!
surfaceData.materialId = _MaterialID;
#ifdef _TANGENTMAP
#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
float3 tangentTS = SAMPLE_UVMAPPING_NORMALMAP(_TangentMap, sampler_TangentMap, layerTexCoord.base, 1.0);
surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.worldToTangent);
#else // Object space
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0);
surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS);
#endif
#else
surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
#endif
surfaceData.anisotropy = 0.8;
surfaceData.specular = 1;
surfaceData.subsurfaceProfile = _SubsurfaceProfile;
surfaceData.subsurfaceRadius = _SubsurfaceRadius;
surfaceData.thickness = _Thickness;
#ifdef _SUBSURFACE_RADIUS_MAP
surfaceData.subsurfaceRadius *= SAMPLE_UVMAPPING_TEXTURE2D(_SubsurfaceRadiusMap, sampler_SubsurfaceRadiusMap, layerTexCoord.base).r;
#endif
#ifdef _THICKNESSMAP
surfaceData.thickness *= SAMPLE_UVMAPPING_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, layerTexCoord.base).r;
#endif
surfaceData.specularColor = _SpecularColor.rgb;
#ifdef _SPECULARCOLORMAP
surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
#endif
#else // #if !defined(LAYERED_LIT_SHADER)
// Mandatory to setup value to keep compiler quiet
// Layered shader only supports the standard material
surfaceData.materialId = 1; // MaterialId.LitStandard
// All these parameters are ignore as they are re-setup outside of the layers function
surfaceData.tangentWS = float3(0.0, 0.0, 0.0);
surfaceData.anisotropy = 0.0;
surfaceData.specular = 0.0;
surfaceData.subsurfaceRadius = 0.0;
surfaceData.thickness = 0.0;
surfaceData.subsurfaceProfile = 0;
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
#endif // #if !defined(LAYERED_LIT_SHADER)
return alpha;
}