9092858a58
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!
73 lines
2.9 KiB
HLSL
73 lines
2.9 KiB
HLSL
#ifndef UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED
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#define UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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half4 _SpecColor;
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half4 _EmissionColor;
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half _Cutoff;
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half _Surface;
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CBUFFER_END
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#ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
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UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor)
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UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
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UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
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UNITY_DOTS_INSTANCED_PROP(float , _Surface)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_BaseColor)
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#define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_SpecColor)
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#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_EmissionColor)
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#define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Cutoff)
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#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Surface)
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#endif
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
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half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
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{
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half4 specularSmoothness = half4(0, 0, 0, 1);
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#ifdef _SPECGLOSSMAP
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specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor;
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#elif defined(_SPECULAR_COLOR)
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specularSmoothness = specColor;
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#endif
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA
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specularSmoothness.a = alpha;
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#endif
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return specularSmoothness;
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}
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inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
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{
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outSurfaceData = (SurfaceData)0;
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half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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outSurfaceData.alpha = albedoAlpha.a * _BaseColor.a;
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AlphaDiscard(outSurfaceData.alpha, _Cutoff);
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outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
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#ifdef _ALPHAPREMULTIPLY_ON
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outSurfaceData.albedo *= outSurfaceData.alpha;
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#endif
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half4 specularSmoothness = SampleSpecularSmoothness(uv, outSurfaceData.alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
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outSurfaceData.metallic = 0.0; // unused
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outSurfaceData.specular = specularSmoothness.rgb;
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outSurfaceData.smoothness = specularSmoothness.a;
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outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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outSurfaceData.occlusion = 1.0;
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outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
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}
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#endif
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