UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl

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2024-10-27 10:53:47 +03:00
#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
// 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;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
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)
// Here, we want to avoid overriding a property like e.g. _BaseColor with something like this:
// #define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseColor0)
//
// It would be simpler, but it can cause the compiler to regenerate the property loading code for each use of _BaseColor.
//
// To avoid this, the property loads are cached in some static values at the beginning of the shader.
// The properties such as _BaseColor are then overridden so that it expand directly to the static value like this:
// #define _BaseColor unity_DOTS_Sampled_BaseColor
//
// This simple fix happened to improve GPU performances by ~10% on Meta Quest 2 with URP on some scenes.
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 // _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
half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
return LerpWhiteTo(occ, _OcclusionStrength);
#else
return half(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 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;
// 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 = 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
// 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;
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 // UNIVERSAL_INPUT_SURFACE_PBR_INCLUDED