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30 行
1.3 KiB
30 行
1.3 KiB
//-------------------------------------------------------------------------------------
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// Fill SurfaceData/Builtin data function
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Packing.hlsl"
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#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
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void GetSurfaceData(float2 texCoordDS, float4x4 decalToWorld, out DecalSurfaceData surfaceData)
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{
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surfaceData.baseColor = float4(0,0,0,0);
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surfaceData.normalWS = float4(0,0,0,0);
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surfaceData.mask = float4(0,0,0,0);
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surfaceData.HTileMask = 0;
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float totalBlend = clamp(decalToWorld[0][3], 0.0f, 1.0f);
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#if _COLORMAP
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surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
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surfaceData.baseColor.w *= totalBlend;
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surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
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#endif
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#if _NORMALMAP
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surfaceData.normalWS.xyz = mul((float3x3)decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoordDS))) * 0.5f + 0.5f;
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surfaceData.normalWS.w = totalBlend;
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surfaceData.HTileMask |= DBUFFERHTILEBIT_NORMAL;
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#endif
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#if _MASKMAP
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surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoordDS.xy);
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surfaceData.mask.z = surfaceData.mask.w;
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surfaceData.mask.w = totalBlend;
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surfaceData.HTileMask |= DBUFFERHTILEBIT_MASK;
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#endif
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}
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