#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" #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 _DetailMap_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 _DetailSmoothnessMapScale; half _Surface; 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 , _DetailSmoothnessMapScale) UNITY_DOTS_INSTANCED_PROP(float , _Surface) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_BaseColor) #define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_SpecColor) #define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_EmissionColor) #define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Cutoff) #define _Smoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Smoothness) #define _Metallic UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Metallic) #define _BumpScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_BumpScale) //#define _Parallax UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Parallax) //#define _OcclusionStrength UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_OcclusionStrength) #define _ClearCoatMask UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ClearCoatMask) #define _ClearCoatSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_ClearCoatSmoothness) #define _DetailAlbedoMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_DetailAlbedoMapScale) #define _DetailNormalMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_DetailNormalMapScale) #define _DetailNormalMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_DetailSmoothnessMapScale) #define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Surface) #endif //Converting Detail maps to HDRP's packing because of URP's TEXTURE2D bloat exceeding 16 samplers when using volumetrics and preventing compiling. Seriously, it's 2022, ditch specular workflow and optimze the packing. //https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Mask-Map-and-Detail-Map.html //TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); //TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); //TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); TEXTURE2D(_DetailMap); SAMPLER(sampler_DetailMap); //renamed //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.r = _Metallic; specGloss.gb = 1; #endif #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A specGloss.a = albedoAlpha * _Smoothness; #else specGloss.a = _Smoothness; #endif #endif return specGloss; } half SampleOcclusion(float2 uv) { //Using Packed AO instead // #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 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 = 1;// 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) { //Not using //#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 } half3 UnpackDetailNormal(half2 details ) { return (half3(details,1) * 2) - 1 ; } //Combining all the detail calculations into one function and doing a single sample void ApplyDetails( half2 detailUv, inout SurfaceData surfaceData, half detailMask ){ #if defined(_DETAIL) half4 detailMap = SAMPLE_TEXTURE2D(_DetailMap, sampler_DetailMap, detailUv); //Albedo half3 detailAlbedo = detailMap.rrr; // 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 surfaceData.albedo = surfaceData.albedo * LerpWhiteTo(detailAlbedo, detailMask); // //Normal half3 detailNormalTS = UnpackDetailNormal(detailMap.ag); //Assuming the packing of the detail normals detailNormalTS = normalize(detailNormalTS); //Likely better to scale the normal rather than multipling the lerp :P surfaceData.normalTS = lerp(surfaceData.normalTS, BlendNormalRNM(surfaceData.normalTS, detailNormalTS), detailMask * _DetailNormalMapScale); // todo: detailMask should lerp the angle of the quaternion rotation, not the normals // //Smoothness half detailSmoothness = half(2.0) * detailMap.b; surfaceData.smoothness = surfaceData.smoothness * LerpWhiteTo( detailSmoothness, detailMask * _DetailSmoothnessMapScale); // #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; // #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 = specGloss.g; 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 = specGloss.b; float2 detailUv = uv * _DetailMap_ST.xy + _DetailMap_ST.zw; ApplyDetails( detailUv , outSurfaceData, detailMask); // outSurfaceData.albedo = ApplyDetailAlbedo(detailUv, outSurfaceData.albedo, detailMask); // outSurfaceData.normalTS = ApplyDetailNormal(detailUv, outSurfaceData.normalTS, detailMask); #endif } #endif // UNIVERSAL_INPUT_SURFACE_PBR_INCLUDED