// This structure abstract uv mapping inside one struct. // It represent a mapping of any uv (with its associated tangent space for derivative if SurfaceGradient mode) - UVSet0 to 4, planar, triplanar #ifndef __SAMPLEUVMAPPING_HLSL__ #define __SAMPLEUVMAPPING_HLSL__ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #define UV_MAPPING_UVSET 0 #define UV_MAPPING_PLANAR 1 #define UV_MAPPING_TRIPLANAR 2 struct UVMapping { int mappingType; float2 uv; // Current uv or planar uv // Triplanar specific float2 uvZY; float2 uvXZ; float2 uvXY; float3 normalWS; // vertex normal float3 triplanarWeights; #ifdef SURFACE_GRADIENT // tangent basis to use when mappingType is UV_MAPPING_UVSET // these are vertex level in world space float3 tangentWS; float3 bitangentWS; // TODO: store also object normal map for object triplanar #endif }; // Multiple includes of the file to handle all variations of textures sampling for regular, lod and bias // Regular sampling functions #define ADD_FUNC_SUFFIX(Name) Name #define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, unused) SAMPLE_TEXTURE2D(textureName, samplerName, uvMapping) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl" #undef ADD_FUNC_SUFFIX #undef SAMPLE_TEXTURE_FUNC // Lod sampling functions #define ADD_FUNC_SUFFIX(Name) MERGE_NAME(Name, Lod) #define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, uvMapping, lod) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl" #undef ADD_FUNC_SUFFIX #undef SAMPLE_TEXTURE_FUNC // Bias sampling functions #define ADD_FUNC_SUFFIX(Name) MERGE_NAME(Name, Bias) #define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, bias) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, uvMapping, bias) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl" #undef ADD_FUNC_SUFFIX #undef SAMPLE_TEXTURE_FUNC // Macro to improve readibility of surface data #define SAMPLE_UVMAPPING_TEXTURE2D(textureName, samplerName, uvMapping) SampleUVMapping(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, 0.0) // Last 0.0 is unused #define SAMPLE_UVMAPPING_TEXTURE2D_LOD(textureName, samplerName, uvMapping, lod) SampleUVMappingLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, lod) #define SAMPLE_UVMAPPING_TEXTURE2D_BIAS(textureName, samplerName, uvMapping, bias) SampleUVMappingBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, bias) #define SAMPLE_UVMAPPING_NORMALMAP(textureName, samplerName, uvMapping, scale) SampleUVMappingNormal(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, 0.0) #define SAMPLE_UVMAPPING_NORMALMAP_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, lod) #define SAMPLE_UVMAPPING_NORMALMAP_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, bias) #define SAMPLE_UVMAPPING_NORMALMAP_AG(textureName, samplerName, uvMapping, scale) SampleUVMappingNormalAG(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, 0.0) #define SAMPLE_UVMAPPING_NORMALMAP_AG_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalAGLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, lod) #define SAMPLE_UVMAPPING_NORMALMAP_AG_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalAGBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, bias) #define SAMPLE_UVMAPPING_NORMALMAP_RGB(textureName, samplerName, uvMapping, scale) SampleUVMappingNormalRGB(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, 0.0) #define SAMPLE_UVMAPPING_NORMALMAP_RGB_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalRGBLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, lod) #define SAMPLE_UVMAPPING_NORMALMAP_RGB_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalRGBBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, bias) #endif //__SAMPLEUVMAPPING_HLSL__