UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl
2024-10-27 10:53:47 +03:00

92 lines
3.7 KiB
HLSL

#ifndef UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED
#define UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#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 , _Surface)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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_Surface;
void SetupDOTSSimpleLitMaterialPropertyCaches()
{
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_Surface = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface);
}
#undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES
#define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSSimpleLitMaterialPropertyCaches()
#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 _Surface unity_DOTS_Sampled_Surface
#endif
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
{
half4 specularSmoothness = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP
specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor;
#elif defined(_SPECULAR_COLOR)
specularSmoothness = specColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularSmoothness.a = alpha;
#endif
return specularSmoothness;
}
inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = albedoAlpha.a * _BaseColor.a;
outSurfaceData.alpha = AlphaDiscard(outSurfaceData.alpha, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, outSurfaceData.alpha);
half4 specularSmoothness = SampleSpecularSmoothness(uv, outSurfaceData.alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
outSurfaceData.metallic = 0.0; // unused
outSurfaceData.specular = specularSmoothness.rgb;
outSurfaceData.smoothness = specularSmoothness.a;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1.0;
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
#endif