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- #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"
- #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED)
- #define _DETAIL
- #endif
- // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
- CBUFFER_START(UnityPerMaterial)
- float4 _BaseMap_ST;
- 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;
- CBUFFER_END
- // NOTE: Do not ifdef the properties for dots instancing, but ifdef the actual usage.
- // Otherwise you might break CPU-side as property constant-buffer offsets change per variant.
- // NOTE: Dots instancing is orthogonal to the constant buffer above.
- #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)
- #define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__BaseColor)
- #define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__SpecColor)
- #define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__EmissionColor)
- #define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Cutoff)
- #define _Smoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Smoothness)
- #define _Metallic UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Metallic)
- #define _BumpScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__BumpScale)
- #define _Parallax UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Parallax)
- #define _OcclusionStrength UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__OcclusionStrength)
- #define _ClearCoatMask UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__ClearCoatMask)
- #define _ClearCoatSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__ClearCoatSmoothness)
- #define _DetailAlbedoMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__DetailAlbedoMapScale)
- #define _DetailNormalMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__DetailNormalMapScale)
- #define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__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 = SAMPLE_METALLICSPECULAR(uv);
- #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- specGloss.a = albedoAlpha * _Smoothness;
- #else
- specGloss.a *= _Smoothness;
- #endif
- #else // _METALLICSPECGLOSSMAP
- #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
- // TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high)
- #if defined(SHADER_API_GLES)
- return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
- #else
- half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
- return LerpWhiteTo(occ, _OcclusionStrength);
- #endif
- #else
- return 1.0;
- #endif
- }
- // Returns clear coat parameters
- // .x/.r == mask
- // .y/.g == smoothness
- 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 // _CLEARCOAT
- }
- void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv)
- {
- #if defined(_PARALLAXMAP)
- uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv);
- #endif
- }
- // Used for scaling detail albedo. Main features:
- // - Depending if detailAlbedo brightens or darkens, scale magnifies effect.
- // - No effect is applied if detailAlbedo is 0.5.
- half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale)
- {
- // detailAlbedo = detailAlbedo * 2.0h - 1.0h;
- // detailAlbedo *= _DetailAlbedoMapScale;
- // detailAlbedo = detailAlbedo * 0.5h + 0.5h;
- // return detailAlbedo * 2.0f;
- // A bit more optimized
- return 2.0h * detailAlbedo * scale - scale + 1.0h;
- }
- half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask)
- {
- #if defined(_DETAIL)
- half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb;
- // In order to have same performance as builtin, we do scaling only if scale is not 1.0 (Scaled version has 6 additional instructions)
- #if defined(_DETAIL_SCALED)
- detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale);
- #else
- detailAlbedo = 2.0h * 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
- // With UNITY_NO_DXT5nm unpacked vector is not normalized for BlendNormalRNM
- // For visual consistancy we going to do in all cases
- detailNormalTS = normalize(detailNormalTS);
- return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); // todo: detailMask should lerp the angle of the quaternion rotation, not the normals
- #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;
- #if _SPECULAR_SETUP
- outSurfaceData.metallic = 1.0h;
- outSurfaceData.specular = specGloss.rgb;
- #else
- outSurfaceData.metallic = specGloss.r;
- outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
- #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 = 0.0h;
- outSurfaceData.clearCoatSmoothness = 0.0h;
- #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 // UNIVERSAL_INPUT_SURFACE_PBR_INCLUDED
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