OldBlueWater/BlueWater/Assets/Quibli/Shaders/LibraryUrp/StylizedInput.hlsl
2023-08-02 18:12:26 +09:00

89 lines
2.2 KiB
HLSL

#ifndef QUIBLI_STYLIZED_INPUT_INCLUDED
#define QUIBLI_STYLIZED_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)
// --- Compatibility with Simple Lit.
float4 _BaseMap_ST;
half4 _BaseColor;
// -----------------------------
half _Cutoff;
half _Surface;
half4 _EmissionColor;
// --- DR_SPECULAR_ON
half4 _FlatSpecularColor;
float _FlatSpecularSize;
float _FlatSpecularEdgeSmoothness;
// --- DR_SPECULAR_ON
// --- DR_RIM_ON
half4 _FlatRimColor;
float _FlatRimSize;
float _FlatRimEdgeSmoothness;
float _FlatRimLightAlign;
// --- DR_RIM_ON
// --- DR_GRADIENT_ON
half4 _ColorGradient;
half _GradientCenterX;
half _GradientCenterY;
half _GradientSize;
half _GradientAngle;
// --- DR_GRADIENT_ON
half _TextureImpact;
half _SelfShadingSize;
half _LightContribution;
half _OverrideLightmapDir;
half3 _LightmapDirection;
half4 _LightAttenuation;
half4 _ShadowColor;
half _DetailMapImpact;
half4 _DetailMapColor;
half4 _OutlineColor;
half _OutlineWidth;
half _OutlineScale;
half _OutlineDepthOffset;
half _CameraDistanceImpact;
CBUFFER_END
inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
half4 albedo = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = albedo.a;
AlphaDiscard(outSurfaceData.alpha, _Cutoff);
outSurfaceData.albedo = albedo.rgb;
#ifdef _ALPHAPREMULTIPLY_ON
outSurfaceData.albedo *= outSurfaceData.alpha;
#endif
outSurfaceData.metallic = 0.0; // unused
outSurfaceData.specular = 0.0; // unused
outSurfaceData.smoothness = 0.0; // unused
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1.0; // unused
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
{
half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
return specularSmoothness;
}
#endif // QUIBLI_STYLIZED_INPUT_INCLUDED