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PrinceOfGlory/Assets/JGW/Art/Shader/CustomLitInput.hlsl
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

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HLSL

#ifndef UNIVERSAL_LIT_INPUT_INCLUDED
#define UNIVERSAL_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
float4 _BumpMap_ST;
float4 _MRAE_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half4 _EmissionColorA;
half4 _EmissionColorB;
half _EmissionIntensity;
half _Cutoff;
half _Smoothness;
half _MinSmoothness;
half _MaxSmoothness;
half _Metallic;
half _BumpScale;
half _OcclusionStrength;
half _Surface;
half _Cull;
half _ReceiveShadows;
half _QueueOffset;
half _SpecularHighlights;
half _EnvironmentReflections;
CBUFFER_END
TEXTURE2D(_MRAE); SAMPLER(sampler_MRAE);
half4 SampleMRAE(float2 uv)
{
return SAMPLE_TEXTURE2D(_MRAE, sampler_MRAE, uv);
}
half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
{
half4 specGloss;
half4 mrae = SampleMRAE(uv);
#if _SPECULAR_SETUP
specGloss.rgb = _SpecColor.rgb;
#else
specGloss.rgb = half3(mrae.r * _Metallic, 0.0h, 0.0h);
#endif
specGloss.a = saturate(lerp(_MinSmoothness, _MaxSmoothness, mrae.g));
return specGloss;
}
half SampleOcclusion(float2 uv)
{
half4 mrae = SampleMRAE(uv);
return saturate(LerpWhiteTo(mrae.b, _OcclusionStrength));
}
half3 SampleMRAEEmission(float2 uv)
{
half4 mrae = SampleMRAE(uv);
_EmissionColor.rgb = lerp(_EmissionColorA.rgb, _EmissionColorB.rgb, mrae.a) * _EmissionIntensity;
return _EmissionColor.rgb * mrae.a;
}
// 初始化标准PBR表面数据
void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
outSurfaceData.occlusion = SampleOcclusion(uv);
#if defined(_EMISSION)
half4 mrae = SampleMRAE(uv);
outSurfaceData.emission = lerp(_EmissionColorA.rgb, _EmissionColorB.rgb, mrae.a) * mrae.a * _EmissionIntensity;
_EmissionColor.rgb = lerp(_EmissionColorA.rgb, _EmissionColorB.rgb, mrae.a) * _EmissionIntensity;
#else
outSurfaceData.emission = half3(0, 0, 0);
#endif
outSurfaceData.clearCoatMask = 0.0h;
outSurfaceData.clearCoatSmoothness = 0.0h;
}
#endif // UNIVERSAL_LIT_INPUT_INCLUDED