2021-09-09 20:42:29 -04:00

87 lines
4.2 KiB
HLSL

#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, float3 emissiveColor, out BuiltinData builtinData)
{
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -input.tangentToWorld[2], input.texCoord1, input.texCoord2, builtinData);
builtinData.emissiveColor = emissiveColor;
// Inverse pre-expose using _EmissiveExposureWeight weight
float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#endif
builtinData.depthOffset = depthOffset;
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
float3 GetEmissiveColor(SurfaceData surfaceData)
{
return _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
}
#ifdef _EMISSIVE_COLOR_MAP
float3 GetEmissiveColor(SurfaceData surfaceData, UVMapping emissiveMapMapping)
{
float3 emissiveColor = GetEmissiveColor(surfaceData);
emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
return emissiveColor;
}
#endif // _EMISSIVE_COLOR_MAP
void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
{
#ifdef _EMISSIVE_COLOR_MAP
// Use layer0 of LayerTexCoord to retrieve emissive color mapping information
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
layerTexCoord.vertexNormalWS = input.tangentToWorld[2].xyz;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(layerTexCoord.vertexNormalWS);
int mappingType = UV_MAPPING_UVSET;
#if defined(_EMISSIVE_MAPPING_PLANAR)
mappingType = UV_MAPPING_PLANAR;
#elif defined(_EMISSIVE_MAPPING_TRIPLANAR)
mappingType = UV_MAPPING_TRIPLANAR;
#endif
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
#ifndef LAYERED_LIT_SHADER
ComputeLayerTexCoord(
#else
ComputeLayerTexCoord0(
#endif
input.texCoord0.xy, input.texCoord1.xy, input.texCoord2.xy, input.texCoord3.xy, _UVMappingMaskEmissive, _UVMappingMaskEmissive,
_EmissiveColorMap_ST.xy, _EmissiveColorMap_ST.zw, float2(0.0, 0.0), float2(0.0, 0.0), 1.0, false,
input.positionRWS, _TexWorldScaleEmissive,
mappingType, layerTexCoord);
#ifndef LAYERED_LIT_SHADER
UVMapping emissiveMapMapping = layerTexCoord.base;
#else
UVMapping emissiveMapMapping = layerTexCoord.base0;
#endif
GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData, emissiveMapMapping), builtinData);
#else
GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData), builtinData);
#endif
}
void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, UVMapping emissiveMapMapping, out BuiltinData builtinData)
{
#ifdef _EMISSIVE_MAPPING_BASE
GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData, emissiveMapMapping), builtinData);
#else
GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
#endif
}