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//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "../MaterialUtilities.hlsl"
void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float depthOffset, out BuiltinData builtinData)
{
// Builtin Data
builtinData.opacity = alpha;
// TODO: Sample lightmap/lightprobe/volume proxy
// This should also handle projective lightmap
// Note that data input above can be use to sample into lightmap (like normal)
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2);
// 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
builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code
// If we chose an emissive color, we have a dedicated texture for it and don't use MaskMap
#ifdef _EMISSIVE_COLOR
#ifdef _EMISSIVE_COLOR_MAP
builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor * builtinData.emissiveIntensity;
#else
builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity;
#endif
// If we have a MaskMap, use emissive slot as a mask on baseColor
#elif defined(_MASKMAP) && !defined(LAYERED_LIT_SHADER) // With layered lit we have no emissive mask option
builtinData.emissiveColor = surfaceData.baseColor * (SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.texCoord0).b * builtinData.emissiveIntensity).xxx;
#else
builtinData.emissiveColor = float3(0.0, 0.0, 0.0);
#endif
builtinData.velocity = CalculateVelocity(input.positionCS, input.previousPositionCS);
#ifdef _DISTORTION_ON
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
builtinData.depthOffset = depthOffset;
}
// Gather all kind of mapping in one struct, allow to improve code readability
struct LayerUV
{
float2 uv;
// triplanar
bool isTriplanar;
float2 uvYZ;
float2 uvZX;
float2 uvXY;
};
struct LayerTexCoord
{
#ifndef LAYERED_LIT_SHADER
LayerUV base;
LayerUV details;
#else
// Regular texcoord
LayerUV base0;
LayerUV base1;
LayerUV base2;
LayerUV base3;
LayerUV details0;
LayerUV details1;
LayerUV details2;
LayerUV details3;
#endif
// triplanar weight
float3 weights;
};
float4 SampleLayer(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights)
{
if (layerUV.isTriplanar)
{
float4 val = float4(0.0, 0.0, 0.0, 0.0);
if (weights.x > 0.0)
val += weights.x * SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ);
if (weights.y > 0.0)
val += weights.y * SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX);
if (weights.z > 0.0)
val += weights.z * SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY);
return val;
}
else
{
return SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv);
}
}
// TODO: Handle BC5 format, currently this code is for DXT5nm
// THis function below must call UnpackNormalmapRGorAG
float3 SampleNormalLayer(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale)
{
if (layerUV.isTriplanar)
{
float3 val = float3(0.0, 0.0, 0.0);
if (weights.x > 0.0)
val += weights.x * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ), scale);
if (weights.y > 0.0)
val += weights.y * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX), scale);
if (weights.z > 0.0)
val += weights.z * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY), scale);
return normalize(val);
}
else
{
return UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv), scale);
}
}
// This version is for normalmap with AG encoding only (use with details map)
float3 SampleNormalLayerAG(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale)
{
if (layerUV.isTriplanar)
{
float3 val = float3(0.0, 0.0, 0.0);
if (weights.x > 0.0)
val += weights.x * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ), scale);
if (weights.y > 0.0)
val += weights.y * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX), scale);
if (weights.z > 0.0)
val += weights.z * UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY), scale);
return normalize(val);
}
else
{
return UnpackNormalAG(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv), scale);
}
}
// This version is for normalmap with RGB encoding only, i.e non encoding. It is necessary to use this abstraction to handle correctly triplanar
// plus consistent with the normal scale parameter
float3 SampleNormalLayerRGB(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 weights, float scale)
{
if (layerUV.isTriplanar)
{
float3 val = float3(0.0, 0.0, 0.0);
if (weights.x > 0.0)
val += weights.x * UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvYZ), scale);
if (weights.y > 0.0)
val += weights.y * UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvZX), scale);
if (weights.z > 0.0)
val += weights.z * UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uvXY), scale);
return normalize(val);
}
else
{
return UnpackNormalRGB(SAMPLE_TEXTURE2D(layerTex, layerSampler, layerUV.uv), scale);
}
}
// Macro to improve readibility of surface data
#define SAMPLE_LAYER_TEXTURE2D(textureName, samplerName, coord) SampleLayer(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights)
#define SAMPLE_LAYER_NORMALMAP(textureName, samplerName, coord, scale) SampleNormalLayer(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale)
#define SAMPLE_LAYER_NORMALMAP_AG(textureName, samplerName, coord, scale) SampleNormalLayerAG(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale)
#define SAMPLE_LAYER_NORMALMAP_RGB(textureName, samplerName, coord, scale) SampleNormalLayerRGB(TEXTURE2D_PARAM(textureName, samplerName), coord, layerTexCoord.weights, scale)
// Transforms 2D UV by scale/bias property
#define TRANSFORM_TEX(tex,name) ((tex.xy) * name##_ST.xy + name##_ST.zw)
#ifndef LAYERED_LIT_SHADER
#define LAYER_INDEX 0
#define ADD_IDX(Name) Name
#define ADD_ZERO_IDX(Name) Name
#include "LitDataInternal.hlsl"
#ifdef TESSELLATION_ON
#include "LitTessellation.hlsl"
#endif
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
#ifdef _MAPPING_TRIPLANAR
// one weight for each direction XYZ - Use vertex normal for triplanar
layerTexCoord.weights = ComputeTriplanarWeights(input.tangentToWorld[2].xyz);
#endif
// Be sure that the compiler is aware that we don't touch UV1 to UV3 for base layer in case of non layer shader
// so it can remove code
_UVMappingMask.yzw = float3(0.0, 0.0, 0.0);
bool isTriplanar = false;
#ifdef _MAPPING_TRIPLANAR
isTriplanar = true;
#endif
ComputeLayerTexCoord(input, isTriplanar, layerTexCoord);
// Transform view vector in tangent space
float3 viewDirTS = TransformWorldToTangent(V, input.tangentToWorld);
ApplyDisplacement(input, viewDirTS, layerTexCoord);
float depthOffset = 0.0;
#ifdef _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, depthOffset, posInput);
ApplyDepthOffsetAttribute(depthOffset, input);
#endif
// We perform the conversion to world of the normalTS outside of the GetSurfaceData
// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
float3 normalTS;
float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS);
surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld);
surfaceData.tangentWS = input.tangentToWorld[0].xyz;
// NdotV should not be negative for visible pixels, but it can happen due to the
// perspective projection and the normal mapping + decals. In that case, the normal
// should be modified to become valid (i.e facing the camera) to avoid weird artifacts.
// Note: certain applications (e.g. SpeedTree) make use of double-sided lighting.
// This will potentially reduce the length of the normal at edges of geometry.
bool twoSided = false;
GetShiftedNdotV(surfaceData.normalWS, V, twoSided);
// Orthonormalize the basis vectors using the Gram-Schmidt process.
// We assume that the length of the surface normal is sufficiently close to 1.
surfaceData.tangentWS = normalize(surfaceData.tangentWS - dot(surfaceData.tangentWS, surfaceData.normalWS));
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData);
}
#else
#define ADD_ZERO_IDX(Name) Name##0
// Generate function for all layer
#define LAYER_INDEX 0
#define ADD_IDX(Name) Name##0
#include "LitDataInternal.hlsl"
#ifdef TESSELLATION_ON
#include "LitTessellation.hlsl" // Include only one time for layer 0
#endif
#undef LAYER_INDEX
#undef ADD_IDX
#define LAYER_INDEX 1
#define ADD_IDX(Name) Name##1
#include "LitDataInternal.hlsl"
#undef LAYER_INDEX
#undef ADD_IDX
#define LAYER_INDEX 2
#define ADD_IDX(Name) Name##2
#include "LitDataInternal.hlsl"
#undef LAYER_INDEX
#undef ADD_IDX
#define LAYER_INDEX 3
#define ADD_IDX(Name) Name##3
#include "LitDataInternal.hlsl"
#undef LAYER_INDEX
#undef ADD_IDX
void ComputeMaskWeights(float3 inputMasks, out float outWeights[_MAX_LAYER])
{
float masks[_MAX_LAYER];
masks[0] = 1.0f; // Layer 0 is always full
masks[1] = inputMasks.r;
masks[2] = inputMasks.g;
masks[3] = inputMasks.b;
// calculate weight of each layers
float left = 1.0f;
[unroll]
for (int i = _LAYER_COUNT - 1; i > 0; --i)
{
outWeights[i] = masks[i] * left;
left -= outWeights[i];
}
outWeights[0] = left;
}
float3 BlendLayeredFloat3(float3 x0, float3 x1, float3 x2, float3 x3, float weight[4])
{
float3 result = float3(0.0, 0.0, 0.0);
result = x0 * weight[0] + x1 * weight[1];
#if _LAYER_COUNT >= 3
result += (x2 * weight[2]);
#endif
#if _LAYER_COUNT >= 4
result += x3 * weight[3];
#endif
return result;
}
float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4])
{
float result = 0.0;
result = x0 * weight[0] + x1 * weight[1];
#if _LAYER_COUNT >= 3
result += x2 * weight[2];
#endif
#if _LAYER_COUNT >= 4
result += x3 * weight[3];
#endif
return result;
}
float ApplyHeightBasedBlend(inout float inputFactor, float previousLayerHeight, float layerHeight, float heightOffset, float heightFactor, float edgeBlendStrength, float vertexColor)
{
float finalLayerHeight = heightFactor * layerHeight + heightOffset + _VertexColorHeightFactor * (vertexColor * 2.0 - 1.0);
edgeBlendStrength = max(0.00001, edgeBlendStrength);
if (previousLayerHeight >= finalLayerHeight)
{
inputFactor = 0.0;
}
else if (finalLayerHeight > previousLayerHeight && finalLayerHeight < previousLayerHeight + edgeBlendStrength)
{
inputFactor = inputFactor * pow((finalLayerHeight - previousLayerHeight) / edgeBlendStrength, 0.5);
}
return max(finalLayerHeight, previousLayerHeight);
}
#define SURFACEDATA_BLEND_COLOR(surfaceData, name, mask) BlendLayeredFloat3(surfaceData##0.##name, surfaceData##1.##name, surfaceData##2.##name, surfaceData##3.##name, mask);
#define SURFACEDATA_BLEND_SCALAR(surfaceData, name, mask) BlendLayeredScalar(surfaceData##0.##name, surfaceData##1.##name, surfaceData##2.##name, surfaceData##3.##name, mask);
#define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
#if defined(_LAYER_MAPPING_TRIPLANAR_0) || defined(_LAYER_MAPPING_TRIPLANAR_1) || defined(_LAYER_MAPPING_TRIPLANAR_2) || defined(_LAYER_MAPPING_TRIPLANAR_3)
// one weight for each direction XYZ - Use vertex normal for triplanar
layerTexCoord.weights = ComputeTriplanarWeights(input.tangentToWorld[2].xyz);
#endif
bool isTriplanar = false;
#ifdef _LAYER_MAPPING_TRIPLANAR_0
isTriplanar = true;
#endif
ComputeLayerTexCoord0(input, isTriplanar, layerTexCoord);
isTriplanar = false;
#ifdef _LAYER_MAPPING_TRIPLANAR_1
isTriplanar = true;
#endif
ComputeLayerTexCoord1(input, isTriplanar, layerTexCoord);
isTriplanar = false;
#ifdef _LAYER_MAPPING_TRIPLANAR_2
isTriplanar = true;
#endif
ComputeLayerTexCoord2(input, isTriplanar, layerTexCoord);
isTriplanar = false;
#ifdef _LAYER_MAPPING_TRIPLANAR_3
isTriplanar = true;
#endif
ComputeLayerTexCoord3(input, isTriplanar, layerTexCoord);
// Transform view vector in tangent space
float3 viewDirTS = TransformWorldToTangent(V, input.tangentToWorld);
float height0 = ApplyDisplacement0(input, viewDirTS, layerTexCoord);
float height1 = ApplyDisplacement1(input, viewDirTS, layerTexCoord);
float height2 = ApplyDisplacement2(input, viewDirTS, layerTexCoord);
float height3 = ApplyDisplacement3(input, viewDirTS, layerTexCoord);
float depthOffset = 0.0;
#ifdef _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, depthOffset, posInput);
ApplyDepthOffsetAttribute(depthOffset, input);
#endif
SurfaceData surfaceData0;
SurfaceData surfaceData1;
SurfaceData surfaceData2;
SurfaceData surfaceData3;
float3 normalTS0;
float3 normalTS1;
float3 normalTS2;
float3 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);
// Mask Values : Layer 1, 2, 3 are r, g, b
float3 maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb;
// Mutually exclusive with _HEIGHT_BASED_BLEND
#if defined(_LAYER_MASK_VERTEX_COLOR_MUL) // Used when no layer mask is set
maskValues *= input.vertexColor.rgb;
#elif defined(_LAYER_MASK_VERTEX_COLOR_ADD) // When layer mask is set, color is additive to enable user to override it.
maskValues = saturate(maskValues + input.vertexColor.rgb * 2.0 - 1.0);
#endif
#if defined(_HEIGHT_BASED_BLEND)
float baseLayerHeight = height0;
baseLayerHeight = ApplyHeightBasedBlend(maskValues.r, baseLayerHeight, height1, _HeightOffset1, _HeightFactor1, _BlendSize1, input.vertexColor.r);
baseLayerHeight = ApplyHeightBasedBlend(maskValues.g, baseLayerHeight, height2, _HeightOffset2 + _HeightOffset1, _HeightFactor2, _BlendSize2, input.vertexColor.g);
ApplyHeightBasedBlend(maskValues.b, baseLayerHeight, height3, _HeightOffset3 + _HeightOffset2 + _HeightOffset1, _HeightFactor3, _BlendSize3, input.vertexColor.b);
#endif
float weights[_MAX_LAYER];
ComputeMaskWeights(maskValues, weights);
surfaceData.baseColor = SURFACEDATA_BLEND_COLOR(surfaceData, baseColor, weights);
surfaceData.specularOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, specularOcclusion, weights);
surfaceData.perceptualSmoothness = SURFACEDATA_BLEND_SCALAR(surfaceData, perceptualSmoothness, weights);
surfaceData.ambientOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, ambientOcclusion, weights);
surfaceData.metallic = SURFACEDATA_BLEND_SCALAR(surfaceData, metallic, weights);
float3 normalTS;
#if defined(_HEIGHT_BASED_BLEND)
float _InheritBaseLayer0 = 1.0f; // Default value for lerp when all weights but base layer are zero.
// Compute the combined inheritance factor of layers 1,2 and 3
float inheritFactor = PROP_BLEND_SCALAR(_InheritBaseLayer, weights);
float3 vertexNormalTS = float3(0.0, 0.0, 1.0);
// The idea here is to lerp toward vertex normal. This way when we don't want to inherit, we will combine layer 1/2/3 normal with a vertex normal which is neutral.
float3 baseLayerNormalTS = normalize(lerp(vertexNormalTS, normalTS0, inheritFactor));
// Blend layer 1/2/3 normals before combining to the base layer. Again we need to have a neutral value for base layer (vertex normal) in case all weights are zero.
float3 layersNormalTS = BlendLayeredFloat3(vertexNormalTS, normalTS1, normalTS2, normalTS3, weights);
normalTS = BlendNormalRNM(baseLayerNormalTS, layersNormalTS);
#else
normalTS = BlendLayeredFloat3(normalTS0, normalTS1, normalTS2, normalTS3, weights);
#endif
surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld);
surfaceData.tangentWS = input.tangentToWorld[0].xyz;
// NdotV should not be negative for visible pixels, but it can happen due to the
// perspective projection and the normal mapping + decals. In that case, the normal
// should be modified to become valid (i.e facing the camera) to avoid weird artifacts.
// Note: certain applications (e.g. SpeedTree) make use of double-sided lighting.
// This will potentially reduce the length of the normal at edges of geometry.
bool twoSided = false;
GetShiftedNdotV(surfaceData.normalWS, V, twoSided);
// Orthonormalize the basis vectors using the Gram-Schmidt process.
// We assume that the length of the surface normal is sufficiently close to 1.
surfaceData.tangentWS = normalize(surfaceData.tangentWS - dot(surfaceData.tangentWS, surfaceData.normalWS));
// Init other unused parameter
surfaceData.materialId = 0;
surfaceData.anisotropy = 0;
surfaceData.specular = 0.04;
surfaceData.subSurfaceRadius = 1.0;
surfaceData.thickness = 0.0;
surfaceData.subSurfaceProfile = 0;
surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0);
surfaceData.coatPerceptualSmoothness = 1.0;
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
float alpha = PROP_BLEND_SCALAR(alpha, weights);
GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData);
}
#endif // #ifndef LAYERED_LIT_SHADER