Firstborn/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/SurfaceInput.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

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1.9 KiB
HLSL

#ifndef UNIVERSAL_INPUT_SURFACE_INCLUDED
#define UNIVERSAL_INPUT_SURFACE_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
float4 _BaseMap_TexelSize;
float4 _BaseMap_MipInfo;
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_EmissionMap);
SAMPLER(sampler_EmissionMap);
///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
half Alpha(half albedoAlpha, half4 color, half cutoff)
{
#if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA)
half alpha = albedoAlpha * color.a;
#else
half alpha = color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - cutoff);
#endif
return alpha;
}
half4 SampleAlbedoAlpha(float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap))
{
return half4(SAMPLE_TEXTURE2D(albedoAlphaMap, sampler_albedoAlphaMap, uv));
}
half3 SampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0))
{
#ifdef _NORMALMAP
half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv);
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(n);
#else
return UnpackNormalScale(n, scale);
#endif
#else
return half3(0.0h, 0.0h, 1.0h);
#endif
}
half3 SampleEmission(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap))
{
#ifndef _EMISSION
return 0;
#else
return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor;
#endif
}
#endif