//------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl" void GetSurfaceData(FragInputs input, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData) { #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) // With inspector version of decal we can use instancing to get normal to world access float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor; float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]); float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]); float2 texCoords = input.texCoord0.xy * scale + offset; #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif float fadeFactor = _DecalBlend.x; float2 texCoords = input.texCoord0.xy; #endif float albedoMapBlend = fadeFactor; float maskMapBlend = _DecalMaskMapBlueScale * fadeFactor; ZERO_INITIALIZE(DecalSurfaceData, surfaceData); #ifdef _MATERIAL_AFFECTS_EMISSION surfaceData.emissive = _EmissiveColor.rgb * fadeFactor; #ifdef _EMISSIVEMAP surfaceData.emissive *= SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, texCoords).rgb; #endif // Inverse pre-expose using _EmissiveExposureWeight weight float3 emissiveRcpExposure = surfaceData.emissive * GetInverseCurrentExposureMultiplier(); surfaceData.emissive = lerp(emissiveRcpExposure, surfaceData.emissive, _EmissiveExposureWeight); #endif // _MATERIAL_AFFECTS_EMISSION // Following code match the code in DecalUtilities.hlsl used for cluster. It have the same kind of condition and similar code structure surfaceData.baseColor = _BaseColor; #ifdef _COLORMAP surfaceData.baseColor *= SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoords); #endif surfaceData.baseColor.w *= fadeFactor; albedoMapBlend = surfaceData.baseColor.w; // outside _COLORMAP because we still have base color for albedoMapBlend #ifndef _MATERIAL_AFFECTS_ALBEDO surfaceData.baseColor.w = 0.0; // dont blend any albedo - Note: as we already do RT color masking this is not needed, albedo will not be affected anyway #endif // In case of Smoothness / AO / Metal, all the three are always computed but color mask can change // Note: We always use a texture here as the decal atlas for transparent decal cluster only handle texture case // If no texture is assign it is the white texture #ifdef _MATERIAL_AFFECTS_MASKMAP #ifdef _MASKMAP surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoords); #ifdef DECALS_4RT surfaceData.mask.x = lerp(_MetallicRemapMin, _MetallicRemapMax, surfaceData.mask.x); surfaceData.mask.y = lerp(_AORemapMin, _AORemapMax, surfaceData.mask.y); #endif surfaceData.mask.z = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, surfaceData.mask.w); #else #ifdef DECALS_4RT surfaceData.mask.x = _Metallic; surfaceData.mask.y = _AO; #endif surfaceData.mask.z = _Smoothness; #endif surfaceData.mask.w = _MaskBlendSrc ? maskMapBlend : albedoMapBlend; #endif // needs to be after mask, because blend source could be in the mask map blue // Note: We always use a texture here as the decal atlas for transparent decal cluster only handle texture case // If no texture is assign it is the bump texture (0.0, 0.0, 1.0) #ifdef _MATERIAL_AFFECTS_NORMAL #ifdef _NORMALMAP float3 normalTS = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords)); #else float3 normalTS = float3(0.0, 0.0, 1.0); #endif float3 normalWS = float3(0.0, 0.0, 0.0); #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) normalWS = mul((float3x3)normalToWorld, normalTS); #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) // We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalize) normalWS = normalize(TransformTangentToWorld(normalTS, input.tangentToWorld)); #endif surfaceData.normalWS.xyz = normalWS; surfaceData.normalWS.w = _NormalBlendSrc ? maskMapBlend : albedoMapBlend; #endif surfaceData.MAOSBlend.xy = float2(surfaceData.mask.w, surfaceData.mask.w); }