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84 行
4.2 KiB
84 行
4.2 KiB
void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float3 bentNormalWS, 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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builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionRWS, bentNormalWS, 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(input.positionSS.xy, surfaceData);
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if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
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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.positionRWS, -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.positionRWS, 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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builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
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#ifdef _EMISSIVE_COLOR_MAP
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// Use layer0 of LayerTexCoord to retrieve emissive color mapping information
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LayerTexCoord layerTexCoord;
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ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
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layerTexCoord.vertexNormalWS = input.worldToTangent[2].xyz;
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layerTexCoord.triplanarWeights = ComputeTriplanarWeights(layerTexCoord.vertexNormalWS);
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int mappingType = UV_MAPPING_UVSET;
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#if defined(_EMISSIVE_MAPPING_PLANAR)
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mappingType = UV_MAPPING_PLANAR;
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#elif defined(_EMISSIVE_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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#ifndef LAYERED_LIT_SHADER
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ComputeLayerTexCoord(
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#else
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ComputeLayerTexCoord0(
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#endif
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input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, _UVMappingMaskEmissive, _UVMappingMaskEmissive,
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_EmissiveColorMap_ST.xy, _EmissiveColorMap_ST.zw, float2(0.0, 0.0), float2(0.0, 0.0), 1.0, false,
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input.positionRWS, _TexWorldScaleEmissive,
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mappingType, layerTexCoord);
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#ifndef LAYERED_LIT_SHADER
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UVMapping emissiveMapMapping = layerTexCoord.base;
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#else
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UVMapping emissiveMapMapping = layerTexCoord.base0;
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#endif
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builtinData.emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
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#endif // _EMISSIVE_COLOR_MAP
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builtinData.velocity = float2(0.0, 0.0);
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#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
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float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
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distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
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builtinData.distortion = distortion.rg * _DistortionScale;
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builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
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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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