Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/SimpleLitInput.hlsl
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

73 lines
2.9 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"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
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)
#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 _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_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;
AlphaDiscard(outSurfaceData.alpha, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
#ifdef _ALPHAPREMULTIPLY_ON
outSurfaceData.albedo *= outSurfaceData.alpha;
#endif
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