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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"
- #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
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