您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
52 行
2.6 KiB
52 行
2.6 KiB
void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
|
|
{
|
|
// For back lighting we use the oposite vertex normal
|
|
InitBuiltinData(alpha, bentNormalWS, -input.worldToTangent[2], input.positionRWS, input.texCoord1, input.texCoord2, builtinData);
|
|
|
|
builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
|
|
#ifdef _EMISSIVE_COLOR_MAP
|
|
|
|
// Use layer0 of LayerTexCoord to retrieve emissive color mapping information
|
|
LayerTexCoord layerTexCoord;
|
|
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
|
|
layerTexCoord.vertexNormalWS = input.worldToTangent[2].xyz;
|
|
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(layerTexCoord.vertexNormalWS);
|
|
|
|
int mappingType = UV_MAPPING_UVSET;
|
|
#if defined(_EMISSIVE_MAPPING_PLANAR)
|
|
mappingType = UV_MAPPING_PLANAR;
|
|
#elif defined(_EMISSIVE_MAPPING_TRIPLANAR)
|
|
mappingType = UV_MAPPING_TRIPLANAR;
|
|
#endif
|
|
|
|
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
|
|
#ifndef LAYERED_LIT_SHADER
|
|
ComputeLayerTexCoord(
|
|
#else
|
|
ComputeLayerTexCoord0(
|
|
#endif
|
|
input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, _UVMappingMaskEmissive, _UVMappingMaskEmissive,
|
|
_EmissiveColorMap_ST.xy, _EmissiveColorMap_ST.zw, float2(0.0, 0.0), float2(0.0, 0.0), 1.0, false,
|
|
input.positionRWS, _TexWorldScaleEmissive,
|
|
mappingType, layerTexCoord);
|
|
|
|
#ifndef LAYERED_LIT_SHADER
|
|
UVMapping emissiveMapMapping = layerTexCoord.base;
|
|
#else
|
|
UVMapping emissiveMapMapping = layerTexCoord.base0;
|
|
#endif
|
|
|
|
builtinData.emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
|
|
#endif // _EMISSIVE_COLOR_MAP
|
|
|
|
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
|
|
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
|
|
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
|
|
builtinData.distortion = distortion.rg * _DistortionScale;
|
|
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
|
|
#endif
|
|
|
|
builtinData.depthOffset = depthOffset;
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|