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beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Lit Extended/Includes/Lux URP Lit Extended Inputs.hlsl
2024-11-20 15:21:28 +01:00

254 lines
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HLSL

#ifndef LIGHTWEIGHT_LIT_INPUT_INCLUDED
#define LIGHTWEIGHT_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"
// Extended CBUFFER
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Smoothness;
half _Metallic;
half _BumpScale;
half _OcclusionStrength;
half4 _RimColor;
half _RimPower;
half _RimMinPower;
half _RimFrequency;
half _RimPerPositionFrequency;
//#if defined(_PARALLAX) || defined(_PARALLAXSHADOWS)
half _Parallax;
//#endif
//#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA)
half _ScreenSpaceVariance;
half _SAAThreshold;
//#endif
//#if defined(_ENABLE_AO_FROM_GI)
half _GItoAO;
half _GItoAOBias;
//#endif
half _HorizonOcclusion;
float _CameraFadeDist;
float _CameraShadowFadeDist;
// Needed by URP 7.5.2 and above
float _Surface;
CBUFFER_END
TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap);
TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
TEXTURE2D(_BentNormalMap); SAMPLER(sampler_BentNormalMap);
#if defined(_PARALLAX) || defined(_PARALLAXSHADOWS)
TEXTURE2D(_HeightMap); SAMPLER(sampler_HeightMap);
#endif
#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
// Used by shadow caster and depth pass (parallax only)
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
#if defined(_ALPHATEST_ON)
// We have to use the same inputs...
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float screenPos : TEXCOORD3; // was float4
#endif
float3 viewDirWS : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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
}
half3 SampleNormalExtended(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = 1.0h)
{
#if defined (_NORMALMAP) || defined (_BENTNORMAL)
half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv);
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(n);
#else
return UnpackNormalScale(n, scale);
#endif
#else
return half3(0.0h, 0.0h, 1.0h);
#endif
}
float Dither17(float2 Pos, float frameIndexMod4) {
uint3 k0 = uint3(2, 7, 23);
float Ret = dot( float3(Pos.xy, frameIndexMod4 + 0.5f), k0 / 17.0f);
return frac(Ret);
}
float Dither32(float2 Pos, float frameIndexMod4) {
uint3 k0 = uint3(13, 5, 15);
//float Ret = dot( float3(Pos.xy, frameIndexMod4 + 0.5f), k0 / 32.0f);
float Ret = dot( float3(Pos.xy, 0.5f), k0 / 32.0f);
return frac(Ret);
}
float Dither64(float2 Pos, float frameIndexMod4) {
uint3 k0 = uint3(33, 52, 25);
//float Ret = dot( float3(Pos.xy, frameIndexMod4 + 0.5f), k0 / 32.0f);
float Ret = dot( float3(Pos.xy, 1.0f), k0 / 64.0f);
return frac(Ret);
}
float Dither5(float2 Pos, float frameIndexMod4) {
float Dither = frac((Pos.x + Pos.y * 2 - 1.5 + frameIndexMod4) / 5 );
float Noise = frac( dot( float2(171.0f, 231.0f) / 71, Pos.xy) );
Dither = (Dither * 5 + Noise) * (1.0 / 6.0) - 0.5;
return Dither;
}
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(_UBER)
inline void InitializeStandardLitSurfaceDataUber(float2 uv, half3 viewDirTS, out SurfaceData outSurfaceData)
{
#if defined(_PARALLAX)
// Parallax
float3 v = viewDirTS;
v.z += 0.42;
v.xy /= v.z;
float halfParallax = _Parallax * 0.5f;
float parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv).g * _Parallax - halfParallax;
float2 offset1 = parallax * v.xy;
// Calculate 2nd height
parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv + offset1).g * _Parallax - halfParallax;
float2 offset2 = parallax * v.xy;
// Final UVs
uv += (offset1 + offset2) * 0.5f;
#endif
// Default stuff
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;
#if defined(_SAMPLENORMAL)
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#else
outSurfaceData.normalTS = half3(0,0,1);
#endif
outSurfaceData.occlusion = SampleOcclusion(uv);
#if defined (_EMISSION)
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
#else
outSurfaceData.emission = 0;
#endif
}
#endif
#endif // LIGHTWEIGHT_INPUT_SURFACE_PBR_INCLUDED