| #ifndef UNIVERSAL_LIT_INPUT_INCLUDED |
| #define UNIVERSAL_LIT_INPUT_INCLUDED |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" |
|
|
| #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) |
| #define _DETAIL |
| #endif |
|
|
| |
| CBUFFER_START(UnityPerMaterial) |
| float4 _BaseMap_ST; |
| float4 _BaseMap_TexelSize; |
| float4 _DetailAlbedoMap_ST; |
| half4 _BaseColor; |
| half4 _SpecColor; |
| half4 _EmissionColor; |
| half _Cutoff; |
| half _Smoothness; |
| half _Metallic; |
| half _BumpScale; |
| half _Parallax; |
| half _OcclusionStrength; |
| half _ClearCoatMask; |
| half _ClearCoatSmoothness; |
| half _DetailAlbedoMapScale; |
| half _DetailNormalMapScale; |
| half _Surface; |
| UNITY_TEXTURE_STREAMING_DEBUG_VARS; |
| CBUFFER_END |
|
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| |
| |
| |
| #ifdef UNITY_DOTS_INSTANCING_ENABLED |
|
|
| UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) |
| UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor) |
| UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor) |
| UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor) |
| UNITY_DOTS_INSTANCED_PROP(float , _Cutoff) |
| UNITY_DOTS_INSTANCED_PROP(float , _Smoothness) |
| UNITY_DOTS_INSTANCED_PROP(float , _Metallic) |
| UNITY_DOTS_INSTANCED_PROP(float , _BumpScale) |
| UNITY_DOTS_INSTANCED_PROP(float , _Parallax) |
| UNITY_DOTS_INSTANCED_PROP(float , _OcclusionStrength) |
| UNITY_DOTS_INSTANCED_PROP(float , _ClearCoatMask) |
| UNITY_DOTS_INSTANCED_PROP(float , _ClearCoatSmoothness) |
| UNITY_DOTS_INSTANCED_PROP(float , _DetailAlbedoMapScale) |
| UNITY_DOTS_INSTANCED_PROP(float , _DetailNormalMapScale) |
| UNITY_DOTS_INSTANCED_PROP(float , _Surface) |
| UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) |
|
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| |
| static float4 unity_DOTS_Sampled_BaseColor; |
| static float4 unity_DOTS_Sampled_SpecColor; |
| static float4 unity_DOTS_Sampled_EmissionColor; |
| static float unity_DOTS_Sampled_Cutoff; |
| static float unity_DOTS_Sampled_Smoothness; |
| static float unity_DOTS_Sampled_Metallic; |
| static float unity_DOTS_Sampled_BumpScale; |
| static float unity_DOTS_Sampled_Parallax; |
| static float unity_DOTS_Sampled_OcclusionStrength; |
| static float unity_DOTS_Sampled_ClearCoatMask; |
| static float unity_DOTS_Sampled_ClearCoatSmoothness; |
| static float unity_DOTS_Sampled_DetailAlbedoMapScale; |
| static float unity_DOTS_Sampled_DetailNormalMapScale; |
| static float unity_DOTS_Sampled_Surface; |
|
|
| void SetupDOTSLitMaterialPropertyCaches() |
| { |
| unity_DOTS_Sampled_BaseColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseColor); |
| unity_DOTS_Sampled_SpecColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _SpecColor); |
| unity_DOTS_Sampled_EmissionColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _EmissionColor); |
| unity_DOTS_Sampled_Cutoff = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Cutoff); |
| unity_DOTS_Sampled_Smoothness = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Smoothness); |
| unity_DOTS_Sampled_Metallic = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Metallic); |
| unity_DOTS_Sampled_BumpScale = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _BumpScale); |
| unity_DOTS_Sampled_Parallax = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Parallax); |
| unity_DOTS_Sampled_OcclusionStrength = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OcclusionStrength); |
| unity_DOTS_Sampled_ClearCoatMask = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _ClearCoatMask); |
| unity_DOTS_Sampled_ClearCoatSmoothness = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _ClearCoatSmoothness); |
| unity_DOTS_Sampled_DetailAlbedoMapScale = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _DetailAlbedoMapScale); |
| unity_DOTS_Sampled_DetailNormalMapScale = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _DetailNormalMapScale); |
| unity_DOTS_Sampled_Surface = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface); |
| } |
|
|
| #undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES |
| #define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSLitMaterialPropertyCaches() |
|
|
| #define _BaseColor unity_DOTS_Sampled_BaseColor |
| #define _SpecColor unity_DOTS_Sampled_SpecColor |
| #define _EmissionColor unity_DOTS_Sampled_EmissionColor |
| #define _Cutoff unity_DOTS_Sampled_Cutoff |
| #define _Smoothness unity_DOTS_Sampled_Smoothness |
| #define _Metallic unity_DOTS_Sampled_Metallic |
| #define _BumpScale unity_DOTS_Sampled_BumpScale |
| #define _Parallax unity_DOTS_Sampled_Parallax |
| #define _OcclusionStrength unity_DOTS_Sampled_OcclusionStrength |
| #define _ClearCoatMask unity_DOTS_Sampled_ClearCoatMask |
| #define _ClearCoatSmoothness unity_DOTS_Sampled_ClearCoatSmoothness |
| #define _DetailAlbedoMapScale unity_DOTS_Sampled_DetailAlbedoMapScale |
| #define _DetailNormalMapScale unity_DOTS_Sampled_DetailNormalMapScale |
| #define _Surface unity_DOTS_Sampled_Surface |
|
|
| #endif |
|
|
| TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); |
| TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); |
| TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); |
| TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); |
| TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); |
| TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); |
| TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); |
| TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); |
|
|
| #ifdef _SPECULAR_SETUP |
| #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) |
| #else |
| #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) |
| #endif |
|
|
| half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) |
| { |
| half4 specGloss; |
|
|
| #ifdef _METALLICSPECGLOSSMAP |
| specGloss = half4(SAMPLE_METALLICSPECULAR(uv)); |
| #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
| specGloss.a = albedoAlpha * _Smoothness; |
| #else |
| specGloss.a *= _Smoothness; |
| #endif |
| #else |
| #if _SPECULAR_SETUP |
| specGloss.rgb = _SpecColor.rgb; |
| #else |
| specGloss.rgb = _Metallic.rrr; |
| #endif |
|
|
| #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
| specGloss.a = albedoAlpha * _Smoothness; |
| #else |
| specGloss.a = _Smoothness; |
| #endif |
| #endif |
|
|
| return specGloss; |
| } |
|
|
| half SampleOcclusion(float2 uv) |
| { |
| #ifdef _OCCLUSIONMAP |
| half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; |
| return LerpWhiteTo(occ, _OcclusionStrength); |
| #else |
| return half(1.0); |
| #endif |
| } |
|
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| |
| |
| half2 SampleClearCoat(float2 uv) |
| { |
| #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) |
| half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); |
|
|
| #if defined(_CLEARCOATMAP) |
| clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; |
| #endif |
|
|
| return clearCoatMaskSmoothness; |
| #else |
| return half2(0.0, 1.0); |
| #endif |
| } |
|
|
| void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) |
| { |
| #if defined(_PARALLAXMAP) |
| uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); |
| #endif |
| } |
|
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| |
| |
| half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) |
| { |
| |
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| |
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| |
| return half(2.0) * detailAlbedo * scale - scale + half(1.0); |
| } |
|
|
| half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) |
| { |
| #if defined(_DETAIL) |
| half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; |
|
|
| |
| #if defined(_DETAIL_SCALED) |
| detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); |
| #else |
| detailAlbedo = half(2.0) * detailAlbedo; |
| #endif |
|
|
| return albedo * LerpWhiteTo(detailAlbedo, detailMask); |
| #else |
| return albedo; |
| #endif |
| } |
|
|
| half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) |
| { |
| #if defined(_DETAIL) |
| #if BUMP_SCALE_NOT_SUPPORTED |
| half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); |
| #else |
| half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); |
| #endif |
|
|
| |
| |
| detailNormalTS = normalize(detailNormalTS); |
|
|
| return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); |
| #else |
| return normalTS; |
| #endif |
| } |
|
|
| inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) |
| { |
| half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); |
| outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff); |
|
|
| half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); |
| outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; |
| outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, outSurfaceData.alpha); |
|
|
| #if _SPECULAR_SETUP |
| outSurfaceData.metallic = half(1.0); |
| outSurfaceData.specular = specGloss.rgb; |
| #else |
| outSurfaceData.metallic = specGloss.r; |
| outSurfaceData.specular = half3(0.0, 0.0, 0.0); |
| #endif |
|
|
| outSurfaceData.smoothness = specGloss.a; |
| outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); |
| outSurfaceData.occlusion = SampleOcclusion(uv); |
| outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); |
|
|
| #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) |
| half2 clearCoat = SampleClearCoat(uv); |
| outSurfaceData.clearCoatMask = clearCoat.r; |
| outSurfaceData.clearCoatSmoothness = clearCoat.g; |
| #else |
| outSurfaceData.clearCoatMask = half(0.0); |
| outSurfaceData.clearCoatSmoothness = half(0.0); |
| #endif |
|
|
| #if defined(_DETAIL) |
| half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; |
| float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; |
| outSurfaceData.albedo = ApplyDetailAlbedo(detailUv, outSurfaceData.albedo, detailMask); |
| outSurfaceData.normalTS = ApplyDetailNormal(detailUv, outSurfaceData.normalTS, detailMask); |
| #endif |
| } |
|
|
| #endif |
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