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