241 lines
9.4 KiB
HLSL
241 lines
9.4 KiB
HLSL
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//-------------------------------------------------------------------------------------
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// Defines
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//-------------------------------------------------------------------------------------
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// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
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#define SURFACE_GRADIENT
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//-------------------------------------------------------------------------------------
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// Fill SurfaceData/Builtin data function
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//-------------------------------------------------------------------------------------
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#ifndef UNITY_TERRAIN_CB_VARS
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#define UNITY_TERRAIN_CB_VARS
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#endif
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#ifndef UNITY_TERRAIN_CB_DEBUG_VARS
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#define UNITY_TERRAIN_CB_DEBUG_VARS
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#endif
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CBUFFER_START(UnityTerrain)
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UNITY_TERRAIN_CB_VARS
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#ifdef UNITY_INSTANCING_ENABLED
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float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
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float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
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#endif
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#ifdef DEBUG_DISPLAY
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UNITY_TERRAIN_CB_DEBUG_VARS
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#endif
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CBUFFER_END
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#ifdef UNITY_INSTANCING_ENABLED
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TEXTURE2D(_TerrainHeightmapTexture);
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TEXTURE2D(_TerrainNormalmapTexture);
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#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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SAMPLER(sampler_TerrainNormalmapTexture);
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#endif
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#endif
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// Declare distortion variables just to make the code compile with the Debug Menu.
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// See LitBuiltinData.hlsl:73.
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TEXTURE2D(_DistortionVectorMap);
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SAMPLER(sampler_DistortionVectorMap);
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float _DistortionScale;
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float _DistortionVectorScale;
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float _DistortionVectorBias;
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float _DistortionBlurScale;
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float _DistortionBlurRemapMin;
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float _DistortionBlurRemapMax;
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// Vertex height displacement
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#ifdef HAVE_MESH_MODIFICATION
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UNITY_INSTANCING_BUFFER_START(Terrain)
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UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
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UNITY_INSTANCING_BUFFER_END(Terrain)
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// Visualization
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//Heatmap
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TEXTURE2D(_HeatmapGradient); SAMPLER(sampler_HeatmapGradient);
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TEXTURE2D(_HeatHeightmap); SAMPLER(sampler_HeatHeightmap);
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CBUFFER_START(Heatmap)
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half4 _HeatmapData;
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CBUFFER_END
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//Splatmap
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TEXTURE2D(_SplatmapTex); SAMPLER(sampler_SplatmapTex);
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float4 ConstructTerrainTangent(float3 normal, float3 positiveZ)
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{
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// Consider a flat terrain. It should have tangent be (1, 0, 0) and bitangent be (0, 0, 1) as the UV of the terrain grid mesh is a scale of the world XZ position.
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// In CreateWorldToTangent function (in SpaceTransform.hlsl), it is cross(normal, tangent) * sgn for the bitangent vector.
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// It is not true in a left-handed coordinate system for the terrain bitangent, if we provide 1 as the tangent.w. It would produce (0, 0, -1) instead of (0, 0, 1).
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// Also terrain's tangent calculation was wrong in a left handed system because cross((0,0,1), terrainNormalOS) points to the wrong direction as negative X.
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// Therefore all the 4 xyzw components of the tangent needs to be flipped to correct the tangent frame.
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// (See TerrainLitData.hlsl - GetSurfaceAndBuiltinData)
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float3 tangent = cross(normal, positiveZ);
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return float4(tangent, -1);
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}
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AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
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{
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#ifdef UNITY_INSTANCING_ENABLED
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float2 patchVertex = input.positionOS.xy;
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float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
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float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
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float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
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input.positionOS.xz = sampleCoords * _TerrainHeightmapScale.xz;
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input.positionOS.y = height * _TerrainHeightmapScale.y;
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#ifdef ATTRIBUTES_NEED_NORMAL
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input.normalOS = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
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#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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input.uv0 = sampleCoords;
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#else
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input.uv0 = sampleCoords * _TerrainHeightmapRecipSize.zw;
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#endif
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#endif
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#endif
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#ifdef ATTRIBUTES_NEED_TANGENT
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input.tangentOS = ConstructTerrainTangent(input.normalOS, float3(0, 0, 1));
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#endif
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return input;
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}
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#endif // HAVE_MESH_MODIFICATION
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// We don't use emission for terrain
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#define _EmissiveColor float3(0,0,0)
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#define _AlbedoAffectEmissive 0
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#define _EmissiveExposureWeight 0
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl"
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#undef _EmissiveColor
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#undef _AlbedoAffectEmissive
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#undef _EmissiveExposureWeight
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitSurfaceData.hlsl"
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void TerrainLitShade(float2 uv, inout TerrainLitSurfaceData surfaceData);
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void TerrainLitDebug(float2 uv, inout float3 baseColor);
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float3 ConvertToNormalTS(float3 normalData, float3 tangentWS, float3 bitangentWS)
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{
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#ifdef _NORMALMAP
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#ifdef SURFACE_GRADIENT
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return SurfaceGradientFromTBN(normalData.xy, tangentWS, bitangentWS);
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#else
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return normalData;
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#endif
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#else
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#ifdef SURFACE_GRADIENT
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return float3(0.0, 0.0, 0.0); // No gradient
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#else
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return float3(0.0, 0.0, 1.0);
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#endif
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#endif
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}
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void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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float2 terrainNormalMapUV = (input.texCoord0.xy + 0.5f) * _TerrainHeightmapRecipSize.xy;
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input.texCoord0.xy *= _TerrainHeightmapRecipSize.zw;
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#endif
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// terrain lightmap uvs are always taken from uv0
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input.texCoord1 = input.texCoord2 = input.texCoord0;
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TerrainLitSurfaceData terrainLitSurfaceData;
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InitializeTerrainLitSurfaceData(terrainLitSurfaceData);
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TerrainLitShade(input.texCoord0.xy, terrainLitSurfaceData);
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#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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#ifdef TERRAIN_PERPIXEL_NORMAL_OVERRIDE
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float3 normalWS = terrainLitSurfaceData.normalData.xyz; // normalData directly contains normal in world space.
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surfaceData.normalWS = normalWS;
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#else
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float3 normalOS = SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, terrainNormalMapUV).rgb * 2 - 1;
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float3 normalWS = mul((float3x3)GetObjectToWorldMatrix(), normalOS);
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#endif
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float4 tangentWS = ConstructTerrainTangent(normalWS, GetObjectToWorldMatrix()._13_23_33);
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input.tangentToWorld = BuildWorldToTangent(tangentWS, normalWS);
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#endif
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surfaceData.tangentWS = normalize(input.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. Tag: SURFACE_GRADIENT
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#if !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) || !defined(TERRAIN_PERPIXEL_NORMAL_OVERRIDE)
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float3 normalTS = ConvertToNormalTS(terrainLitSurfaceData.normalData, input.tangentToWorld[0], input.tangentToWorld[1]);
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GetNormalWS(input, normalTS, surfaceData.normalWS, float3(1.0, 1.0, 1.0));
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#endif
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surfaceData.geomNormalWS = input.tangentToWorld[2];
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//Visualization
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#ifdef _HEATMAP
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#ifdef LOCAL_SPACE
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half height = UnpackHeightmap(SAMPLE_TEXTURE2D(_HeatHeightmap, sampler_HeatHeightmap, input.texCoord0.xy)) * 2;
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#else
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half height = ((GetAbsolutePositionWS(posInput.positionWS).y - _HeatmapData.z) - _HeatmapData.x) / (_HeatmapData.y - _HeatmapData.x);
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#endif
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surfaceData.baseColor = SAMPLE_TEXTURE2D(_HeatmapGradient, sampler_HeatmapGradient, height.xx).rgb;
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#elif _SPLATMAP_PREVIEW
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surfaceData.baseColor = SAMPLE_TEXTURE2D(_SplatmapTex, sampler_SplatmapTex, input.texCoord0.xy).rgb;
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#else
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surfaceData.baseColor = terrainLitSurfaceData.albedo;
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#endif
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surfaceData.perceptualSmoothness = terrainLitSurfaceData.smoothness;
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surfaceData.metallic = terrainLitSurfaceData.metallic;
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surfaceData.ambientOcclusion = terrainLitSurfaceData.ao;
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surfaceData.subsurfaceMask = 0;
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surfaceData.thickness = 1;
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surfaceData.diffusionProfileHash = 0;
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surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
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// Init other parameters
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surfaceData.anisotropy = 0.0;
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surfaceData.specularColor = float3(0.0, 0.0, 0.0);
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surfaceData.coatMask = 0.0;
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surfaceData.iridescenceThickness = 0.0;
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surfaceData.iridescenceMask = 0.0;
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// Transparency parameters
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// Use thickness from SSS
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surfaceData.ior = 1.0;
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surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
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surfaceData.atDistance = 1000000.0;
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surfaceData.transmittanceMask = 0.0;
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float3 bentNormalWS = surfaceData.normalWS;
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// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
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#ifdef _MASKMAP
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surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
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#else
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surfaceData.specularOcclusion = 1.0;
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#endif
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#ifdef DEBUG_DISPLAY
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if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
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{
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TerrainLitDebug(input.texCoord0.xy, surfaceData.baseColor);
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surfaceData.metallic = 0;
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}
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// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
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// as it can modify attribute use for static lighting
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ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData);
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#endif
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GetBuiltinData(input, V, posInput, surfaceData, 1, bentNormalWS, 0, builtinData);
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}
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