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void ADD_IDX(ComputeLayerTexCoord)(FragInputs input, bool isTriplanar, inout LayerTexCoord layerTexCoord)
{
// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)
float2 uvBase = ADD_IDX(_UVMappingMask).x * input.texCoord0 +
ADD_IDX(_UVMappingMask).y * input.texCoord1 +
ADD_IDX(_UVMappingMask).z * input.texCoord2 +
ADD_IDX(_UVMappingMask).w * input.texCoord3;
float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * input.texCoord0 +
ADD_IDX(_UVDetailsMappingMask).y * input.texCoord1 +
ADD_IDX(_UVDetailsMappingMask).z * input.texCoord2 +
ADD_IDX(_UVDetailsMappingMask).w * input.texCoord3;
// Note that if base is planar/triplanar, detail map is too
// planar
// TODO: Do we want to manage local or world triplanar/planar
//float3 position = localTriplanar ? TransformWorldToObject(input.positionWS) : input.positionWS;
float3 position = input.positionWS;
position *= ADD_IDX(_TexWorldScale);
if (ADD_IDX(_UVMappingPlanar) > 0.0)
{
uvBase = -position.xz;
uvDetails = -position.xz;
}
ADD_IDX(layerTexCoord.base).uv = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));
// triplanar
ADD_IDX(layerTexCoord.base).isTriplanar = isTriplanar;
float3 direction = sign(input.tangentToWorld[2].xyz);
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
// So we multiplying the offending coordinate by the sign of the normal.
float2 uvYZ = float2(direction.x * position.z, position.y);
float2 uvZX = -float2(position.x, direction.y * position.z);
float2 uvXY = float2(-position.x, direction.z * position.y);
ADD_IDX(layerTexCoord.base).uvYZ = TRANSFORM_TEX(uvYZ, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.base).uvZX = TRANSFORM_TEX(uvZX, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.base).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.details).isTriplanar = isTriplanar;
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(uvYZ, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(uvZX, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_DetailMap));
}
float ADD_IDX(ApplyDisplacement)(inout FragInputs input, float3 viewDirTS, inout LayerTexCoord layerTexCoord)
{
float height = 0.0f;
#ifdef _HEIGHTMAP
height = (SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), ADD_IDX(layerTexCoord.base)).r - ADD_IDX(_HeightCenter)) * ADD_IDX(_HeightAmplitude);
//#ifdef _PER_PIXEL_DISPLACEMENT
// //height = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), ADD_IDX(layerTexCoord.base)).r * ADD_IDX(_HeightScale) + ADD_IDX(_HeightBias);
// float2 offset = ParallaxOffset(viewDirTS, height);
// ADD_IDX(layerTexCoord.base).uv += offset;
// ADD_IDX(layerTexCoord.base).uvYZ += offset;
// ADD_IDX(layerTexCoord.base).uvZX += offset;
// ADD_IDX(layerTexCoord.base).uvXY += offset;
// ADD_IDX(layerTexCoord.details).uv += offset;
// ADD_IDX(layerTexCoord.details).uvYZ += offset;
// ADD_IDX(layerTexCoord.details).uvZX += offset;
// ADD_IDX(layerTexCoord.details).uvXY += offset;
// // Only modify texcoord for first layer, this will be use by for builtin data (like lightmap)
// if (LAYER_INDEX == 0)
// {
// input.texCoord0 += offset;
// input.texCoord1 += offset;
// input.texCoord2 += offset;
// input.texCoord3 += offset;
// }
// // Need to refetch for the right parallaxed height for layer blending to behave correctly...
// height = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), ADD_IDX(layerTexCoord.base)).r * ADD_IDX(_HeightScale) + ADD_IDX(_HeightBias);
// #endif
#endif
return height;
}
// Return opacity
float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS)
{
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
float alpha = ADD_IDX(_BaseColor).a;
#else
float alpha = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a;
#endif
// Perform alha test very early to save performance (a killed pixel will not sample textures)
#ifdef _ALPHATEST_ON
clip(alpha - _AlphaCutoff);
#endif
#ifdef _DETAIL_MAP
float detailMask = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_DetailMask), ADD_ZERO_IDX(sampler_DetailMask), ADD_IDX(layerTexCoord.base)).b;
float2 detailAlbedoAndSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_DetailMap), ADD_ZERO_IDX(sampler_DetailMap), ADD_IDX(layerTexCoord.details)).rb;
float detailAlbedo = detailAlbedoAndSmoothness.r;
float detailSmoothness = detailAlbedoAndSmoothness.g;
#ifdef _DETAIL_MAP_WITH_NORMAL
// 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
float3 detailNormalTS = SAMPLE_LAYER_NORMALMAP_AG(ADD_IDX(_DetailMap), ADD_ZERO_IDX(sampler_DetailMap), ADD_IDX(layerTexCoord.details), ADD_ZERO_IDX(_DetailNormalScale));
//float detailAO = 0.0;
#else
// TODO: Use heightmap as a derivative with Morten Mikklesen approach, how this work with our abstraction and triplanar ?
float3 detailNormalTS = float3(0.0, 0.0, 1.0);
//float detailAO = detail.b;
#endif
#endif
surfaceData.baseColor = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb;
#ifdef _DETAIL_MAP
surfaceData.baseColor *= LerpWhiteTo(2.0 * saturate(detailAlbedo * ADD_IDX(_DetailAlbedoScale)), detailMask);
#endif
#ifdef _SPECULAROCCLUSIONMAP
// TODO: Do something. For now just take alpha channel
surfaceData.specularOcclusion = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), ADD_ZERO_IDX(sampler_SpecularOcclusionMap), ADD_IDX(layerTexCoord.base)).a;
#else
// Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087
//surfaceData.specularOcclusion = saturate(1.0 + horizonFade * dot(r, input.tangentToWorld[2].xyz);
// smooth it
//surfaceData.specularOcclusion *= surfaceData.specularOcclusion;
surfaceData.specularOcclusion = 1.0;
#endif
surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this so that the compiler leaves us alone.
// TODO: think about using BC5
#ifdef _NORMALMAP
#ifdef _NORMALMAP_TANGENT_SPACE
normalTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_NormalMap), ADD_ZERO_IDX(sampler_NormalMap), ADD_IDX(layerTexCoord.base), ADD_ZERO_IDX(_NormalScale));
#else // Object space
float3 normalOS = SAMPLE_LAYER_NORMALMAP_RGB(ADD_IDX(_NormalMap), ADD_ZERO_IDX(sampler_NormalMap), ADD_IDX(layerTexCoord.base), ADD_ZERO_IDX(_NormalScale)).rgb;
normalTS = TransformObjectToTangent(normalOS, input.tangentToWorld);
#endif
#ifdef _DETAIL_MAP
normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask);
#endif
#else
normalTS = float3(0.0, 0.0, 1.0);
#endif
#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
#ifdef _DOUBLESIDED_LIGHTING_FLIP
float3 oppositeNormalTS = -normalTS;
#else
// Mirror the normal with the plane define by vertex normal
float3 oppositeNormalTS = reflect(normalTS, float3(0.0, 0.0, 1.0)); // Reflect around vertex normal (in tangent space this is z)
#endif
// TODO : Test if GetOddNegativeScale() is necessary here in case of normal map, as GetOddNegativeScale is take into account in CreateTangentToWorld();
normalTS = input.isFrontFace ?
(GetOddNegativeScale() >= 0.0 ? normalTS : oppositeNormalTS) :
(-GetOddNegativeScale() >= 0.0 ? normalTS : oppositeNormalTS);
#endif
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
surfaceData.perceptualSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a;
#elif defined(_MASKMAP)
surfaceData.perceptualSmoothness = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).a;
#else
surfaceData.perceptualSmoothness = 1.0;
#endif
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
#ifdef _DETAIL_MAP
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
#endif
// MaskMap is Metallic, Ambient Occlusion, (Optional) - emissive Mask, Optional - Smoothness (in alpha)
#ifdef _MASKMAP
surfaceData.metallic = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).r;
surfaceData.ambientOcclusion = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_MaskMap), ADD_ZERO_IDX(sampler_MaskMap), ADD_IDX(layerTexCoord.base)).g;
#else
surfaceData.metallic = 1.0;
surfaceData.ambientOcclusion = 1.0;
#endif
surfaceData.metallic *= ADD_IDX(_Metallic);
// 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)
surfaceData.materialId = 0; // TODO
// TODO: think about using BC5
#ifdef _TANGENTMAP
#ifdef _NORMALMAP_TANGENT_SPACE // Normal and tangent use same space
float3 tangentTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base), 1.0);
surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld);
#else // Object space
float3 tangentOS = SAMPLE_LAYER_NORMALMAP_RGB(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base), 1.0).rgb;
surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS);
#endif
#else
surfaceData.tangentWS = normalize(input.tangentToWorld[0].xyz);
#endif
// TODO: Is there anything todo regarding flip normal but for the tangent ?
#ifdef _ANISOTROPYMAP
surfaceData.anisotropy = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_AnisotropyMap), ADD_ZERO_IDX(sampler_AnisotropyMap), ADD_IDX(layerTexCoord.base)).g;
#else
surfaceData.anisotropy = 1.0;
#endif
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
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);
#else // #if !defined(LAYERED_LIT_SHADER)
// Mandatory to setup value to keep compiler quiet
// Layered shader only support materialId 0
surfaceData.materialId = 0;
surfaceData.tangentWS = input.tangentToWorld[0].xyz;
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);
#endif // #if !defined(LAYERED_LIT_SHADER)
return alpha;
}