Organize folder structure;
Update RimLighting;
This commit is contained in:
@@ -1,35 +1,38 @@
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float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData,
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#ifndef UTS_LIT_DATA
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#define UTS_LIT_DATA
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float UtsGetSurfaceData(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData,
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out float3 normalTS, out float3 bentNormalTS)
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{
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float3 detailNormalTS = float3(0.0, 0.0, 0.0);
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float detailMask = 0.0;
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#ifdef _DETAIL_MAP_IDX
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#ifdef _DETAIL_MAP_IDX
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detailMask = 1.0;
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#ifdef _MASKMAP_IDX
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detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b;
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#endif
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#ifdef _MASKMAP_IDX
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detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).b;
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#endif
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float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb;
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float detailAlbedo = detailAlbedoAndSmoothness.r * 2.0 - 1.0;
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float detailSmoothness = detailAlbedoAndSmoothness.g * 2.0 - 1.0;
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// Resample the detail map but this time for the normal map. This call should be optimize by the compiler
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// We split both call due to trilinear mapping
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detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale));
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#endif
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#endif
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float4 color = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap),
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ADD_IDX(layerTexCoord.base)).rgba * ADD_IDX(_BaseColor).rgba;
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surfaceData.baseColor = color.rgb;
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float alpha = 1.0f;
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#ifdef DEBUG_DISPLAY
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#ifdef DEBUG_DISPLAY
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if (_DebugMipMapMode == DEBUGMIPMAPMODE_NONE)
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#endif
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#endif
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{
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alpha = color.a;
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alpha = lerp(ADD_IDX(_AlphaRemapMin), ADD_IDX(_AlphaRemapMax), alpha);
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}
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#ifdef _DETAIL_MAP_IDX
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#ifdef _DETAIL_MAP_IDX
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// Goal: we want the detail albedo map to be able to darken down to black and brighten up to white the surface albedo.
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// The scale control the speed of the gradient. We simply remap detailAlbedo from [0..1] to [-1..1] then perform a lerp to black or white
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// with a factor based on speed.
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@@ -39,7 +42,7 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
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baseColorOverlay *= baseColorOverlay;
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// Lerp with details mask
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surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask);
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#endif
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#endif
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surfaceData.specularOcclusion = 1.0; // Will be setup outside of this function
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@@ -50,120 +53,121 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
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normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask);
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bentNormalTS = ADD_IDX(GetBentNormalTS)(input, layerTexCoord, normalTS, detailNormalTS, detailMask);
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#if _PBR_MODE_OFF
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surfaceData.perceptualSmoothness = 1;
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#else
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#if _PBR_MODE_OFF
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surfaceData.perceptualSmoothness = 0.0;
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#else
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#if defined(_MASKMAP_IDX)
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surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
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surfaceData.perceptualSmoothness = lerp(ADD_IDX(_SmoothnessRemapMin), ADD_IDX(_SmoothnessRemapMax), surfaceData.perceptualSmoothness);
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#else
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#else
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surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
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#endif
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#endif
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#endif
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#endif
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#ifdef _DETAIL_MAP_IDX
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#ifdef _DETAIL_MAP_IDX
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// See comment for baseColorOverlay
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float smoothnessDetailSpeed = saturate(abs(detailSmoothness) * ADD_IDX(_DetailSmoothnessScale));
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float smoothnessOverlay = lerp(surfaceData.perceptualSmoothness, (detailSmoothness < 0.0) ? 0.0 : 1.0, smoothnessDetailSpeed);
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// Lerp with details mask
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surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask);
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#endif
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#endif
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#if _PBR_MODE_OFF
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surfaceData.metallic = 0;
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#if _PBR_MODE_OFF
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surfaceData.metallic = 0.0;
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surfaceData.ambientOcclusion = 1.0;
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#else
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// MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness
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#ifdef _MASKMAP_IDX
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#ifdef _MASKMAP_IDX
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surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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surfaceData.metallic = lerp(ADD_IDX(_MetallicRemapMin), ADD_IDX(_MetallicRemapMax), surfaceData.metallic);
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surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g;
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surfaceData.ambientOcclusion = lerp(ADD_IDX(_AORemapMin), ADD_IDX(_AORemapMax), surfaceData.ambientOcclusion);
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#else
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#else
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surfaceData.metallic = ADD_IDX(_Metallic);
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surfaceData.ambientOcclusion = 1.0;
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#endif
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#endif
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#endif
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#endif
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surfaceData.diffusionProfileHash = asuint(ADD_IDX(_DiffusionProfileHash));
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surfaceData.subsurfaceMask = ADD_IDX(_SubsurfaceMask);
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surfaceData.transmissionMask = ADD_IDX(_TransmissionMask);
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#ifdef _SUBSURFACE_MASK_MAP_IDX
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#ifdef _SUBSURFACE_MASK_MAP_IDX
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surfaceData.subsurfaceMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceMaskMap), SAMPLER_SUBSURFACE_MASK_MAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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#endif
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#ifdef _TRANSMISSION_MASK_MAP_IDX
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#endif
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#ifdef _TRANSMISSION_MASK_MAP_IDX
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surfaceData.transmissionMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_TransmissionMaskMap), SAMPLER_TRANSMISSION_MASK_MAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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#endif
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#endif
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#ifdef _THICKNESSMAP_IDX
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#ifdef _THICKNESSMAP_IDX
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surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
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surfaceData.thickness = ADD_IDX(_ThicknessRemap).x + ADD_IDX(_ThicknessRemap).y * surfaceData.thickness;
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#else
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#else
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surfaceData.thickness = ADD_IDX(_Thickness);
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#endif
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#endif
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// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
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#if !defined(LAYERED_LIT_SHADER)
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#if !defined(LAYERED_LIT_SHADER)
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// These static material feature allow compile time optimization
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surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
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#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
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#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
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#endif
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#ifdef _MATERIAL_FEATURE_TRANSMISSION
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#endif
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#ifdef _MATERIAL_FEATURE_TRANSMISSION
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
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#endif
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#endif
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#ifdef _MATERIAL_FEATURE_ANISOTROPY
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
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#endif
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#endif
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#ifdef _MATERIAL_FEATURE_CLEAR_COAT
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
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#endif
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#endif
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#ifdef _MATERIAL_FEATURE_IRIDESCENCE
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
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#endif
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#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
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#endif
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#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
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#endif
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#endif
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#ifdef _TANGENTMAP
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#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
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#ifdef _TANGENTMAP
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#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space
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// Tangent space vectors always use only 2 channels.
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float3 tangentTS = UnpackNormalmapRGorAG(SAMPLE_UVMAPPING_TEXTURE2D(_TangentMap, sampler_TangentMap, layerTexCoord.base), 1.0);
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surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld);
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#else // Object space
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#else // Object space
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// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
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float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0);
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surfaceData.tangentWS = TransformObjectToWorldNormal(tangentOS);
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#endif
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#else
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#endif
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#else
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// Note we don't normalize tangentWS either with a tangentmap above or using the interpolated tangent from the TBN frame
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// as it will be normalized later with a call to Orthonormalize():
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surfaceData.tangentWS = input.tangentToWorld[0].xyz;
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// The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
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#endif
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#endif
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#ifdef _ANISOTROPYMAP
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#ifdef _ANISOTROPYMAP
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surfaceData.anisotropy = SAMPLE_UVMAPPING_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, layerTexCoord.base).r;
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#else
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#else
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surfaceData.anisotropy = 1.0;
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#endif
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#endif
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surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
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surfaceData.specularColor = _SpecularColor.rgb;
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#ifdef _SPECULARCOLORMAP
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#ifdef _SPECULARCOLORMAP
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surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
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#endif
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#endif
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#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
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// Require to have setup baseColor
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// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
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surfaceData.baseColor *= _EnergyConservingSpecularColor > 0.0 ? (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)) : 1.0;
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#endif
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#endif
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#if HAS_REFRACTION
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#if HAS_REFRACTION
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if (_EnableSSRefraction)
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{
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surfaceData.ior = _Ior;
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@@ -185,36 +189,36 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
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surfaceData.transmittanceMask = 0.0;
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alpha = 1.0;
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}
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#else
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#else
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surfaceData.ior = 1.0;
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surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
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surfaceData.atDistance = 1.0;
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surfaceData.transmittanceMask = 0.0;
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#endif
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#endif
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#ifdef _MATERIAL_FEATURE_CLEAR_COAT
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#ifdef _MATERIAL_FEATURE_CLEAR_COAT
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surfaceData.coatMask = _CoatMask;
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// To shader feature for keyword to limit the variant
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surfaceData.coatMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_CoatMaskMap), ADD_ZERO_IDX(sampler_CoatMaskMap), ADD_IDX(layerTexCoord.base)).r;
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#else
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#else
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surfaceData.coatMask = 0.0;
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#endif
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#endif
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#ifdef _MATERIAL_FEATURE_IRIDESCENCE
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#ifdef _IRIDESCENCE_THICKNESSMAP
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#ifdef _MATERIAL_FEATURE_IRIDESCENCE
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#ifdef _IRIDESCENCE_THICKNESSMAP
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surfaceData.iridescenceThickness = SAMPLE_UVMAPPING_TEXTURE2D(_IridescenceThicknessMap, sampler_IridescenceThicknessMap, layerTexCoord.base).r;
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surfaceData.iridescenceThickness = _IridescenceThicknessRemap.x + _IridescenceThicknessRemap.y * surfaceData.iridescenceThickness;
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#else
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#else
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surfaceData.iridescenceThickness = _IridescenceThickness;
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#endif
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#endif
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surfaceData.iridescenceMask = _IridescenceMask;
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surfaceData.iridescenceMask *= SAMPLE_UVMAPPING_TEXTURE2D(_IridescenceMaskMap, sampler_IridescenceMaskMap, layerTexCoord.base).r;
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#else
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#else
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surfaceData.iridescenceThickness = 0.0;
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surfaceData.iridescenceMask = 0.0;
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#endif
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#endif
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#else // #if !defined(LAYERED_LIT_SHADER)
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#else // #if !defined(LAYERED_LIT_SHADER)
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// Mandatory to setup value to keep compiler quiet
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@@ -236,7 +240,7 @@ float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord,
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surfaceData.atDistance = 1000000.0;
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surfaceData.transmittanceMask = 0.0;
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#endif // #if !defined(LAYERED_LIT_SHADER)
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#endif // #if !defined(LAYERED_LIT_SHADER)
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return alpha;
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}
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@@ -248,16 +252,16 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
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// and UV1 is corrupt when we use surface gradient. In case UV1 aren't required we set them to 0, so we ensure there is no garbage.
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// When using lightmaps, the uv1 is always valid but we don't update _UVMappingMask.y to 1
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// So when we are using them, we just need to keep the UVs as is.
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#if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT)
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#if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT)
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input.texCoord1 = (_UVMappingMask.y + _UVDetailsMappingMask.y + _UVMappingMaskEmissive.y) > 0 ? input.texCoord1 : 0;
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#endif
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#endif
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// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
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#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
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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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#endif
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#endif
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#endif
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float3 doubleSidedConstants = GetDoubleSidedConstants();
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@@ -267,33 +271,33 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
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ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
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GetLayerTexCoord(input, layerTexCoord);
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#if !defined(SHADER_STAGE_RAY_TRACING)
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#if !defined(SHADER_STAGE_RAY_TRACING)
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float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord);
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#ifdef _DEPTHOFFSET_ON
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#ifdef _DEPTHOFFSET_ON
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ApplyDepthOffsetPositionInput(V, depthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
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#endif
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#else
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#endif
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#else
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float depthOffset = 0.0;
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#endif
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#endif
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#if defined(_ALPHATEST_ON)
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#if defined(_ALPHATEST_ON)
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float alphaTex = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).a;
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alphaTex = lerp(_AlphaRemapMin, _AlphaRemapMax, alphaTex);
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float alphaValue = alphaTex * _BaseColor.a;
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// Perform alha test very early to save performance (a killed pixel will not sample textures)
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#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
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#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
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float alphaCutoff = _AlphaCutoffPrepass;
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#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
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#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
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float alphaCutoff = _AlphaCutoffPostpass;
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#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
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#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
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float alphaCutoff = _UseShadowThreshold ? _AlphaCutoffShadow : _AlphaCutoff;
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#else
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#else
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float alphaCutoff = _AlphaCutoff;
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#endif
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#endif
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GENERIC_ALPHA_TEST(alphaValue, alphaCutoff);
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#endif
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#endif
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// We perform the conversion to world of the normalTS outside of the GetSurfaceData
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// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
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@@ -306,83 +310,85 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
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surfaceData.geomNormalWS = input.tangentToWorld[2];
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surfaceData.specularOcclusion = 1.0;
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#ifdef DECAL_NORMAL_BLENDING
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#ifdef DECAL_NORMAL_BLENDING
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if (_EnableDecals)
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{
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#ifndef SURFACE_GRADIENT
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#ifndef SURFACE_GRADIENT
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normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
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input.tangentToWorld[0], input.tangentToWorld[1]);
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#endif
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#endif
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DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, input, alpha);
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ApplyDecalToSurfaceData(decalSurfaceData, input.tangentToWorld[2], surfaceData, normalTS);
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}
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GetNormalWS_SG(input, normalTS, surfaceData.normalWS, doubleSidedConstants);
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#else
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#else
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GetNormalWS(input, normalTS, surfaceData.normalWS, doubleSidedConstants);
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#if HAVE_DECALS
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#if HAVE_DECALS
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if (_EnableDecals)
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{
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// Both uses and modifies 'surfaceData.normalWS'.
|
||||
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, input, alpha);
|
||||
ApplyDecalToSurfaceData(decalSurfaceData, input.tangentToWorld[2], surfaceData);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Use bent normal to sample GI if available
|
||||
#ifdef _BENTNORMALMAP
|
||||
#ifdef _BENTNORMALMAP
|
||||
GetNormalWS(input, bentNormalTS, bentNormalWS, doubleSidedConstants);
|
||||
#else
|
||||
#else
|
||||
bentNormalWS = surfaceData.normalWS;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if !defined(SHADER_STAGE_RAY_TRACING)
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if !defined(SHADER_STAGE_RAY_TRACING)
|
||||
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
|
||||
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||||
{
|
||||
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, input.texCoord0);
|
||||
surfaceData.metallic = 0;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
|
||||
// as it can modify attribute use for static lighting
|
||||
ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
|
||||
// If user provide bent normal then we process a better term
|
||||
#if defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP)
|
||||
#if defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP)
|
||||
// If we have bent normal and ambient occlusion, process a specular occlusion
|
||||
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
||||
// Don't do spec occ from Ambient if there is no mask mask
|
||||
#elif defined(_MASKMAP) && !defined(_SPECULAR_OCCLUSION_NONE)
|
||||
#elif defined(_MASKMAP) && !defined(_SPECULAR_OCCLUSION_NONE)
|
||||
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// This is use with anisotropic material
|
||||
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
|
||||
|
||||
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
||||
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
||||
// Specular AA
|
||||
#ifdef PROJECTED_SPACE_NDF_FILTERING
|
||||
#ifdef PROJECTED_SPACE_NDF_FILTERING
|
||||
surfaceData.perceptualSmoothness = ProjectedSpaceGeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold);
|
||||
#else
|
||||
#else
|
||||
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
|
||||
GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, layerTexCoord.base, builtinData);
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
#ifdef _ALPHATEST_ON
|
||||
// Used for sharpening by alpha to mask
|
||||
builtinData.alphaClipTreshold = alphaCutoff;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user