216 lines
9.8 KiB
HLSL
216 lines
9.8 KiB
HLSL
#ifndef FLAT_KIT_STYLIZED_INPUT_INCLUDED
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#define FLAT_KIT_STYLIZED_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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// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
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#ifndef FLATKIT_TERRAIN
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#if _FORWARD_PLUS && UNITY_VERSION < 600000
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CBUFFER_START(UnityPerMaterialNoBatching)
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#else
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CBUFFER_START(UnityPerMaterial)
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#endif
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#endif
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// See `SimpleLitInput.hlsl` and `LitInput.hlsl` for reference
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float4 _BaseMap_ST;
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float4 _DetailMap_ST;
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#ifndef FLATKIT_TERRAIN
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half4 _BaseColor;
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half _Cutoff;
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half _Surface;
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#endif
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half4 _EmissionColor;
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half4 _UnityShadowColor;
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// --- _CELPRIMARYMODE_SINGLE
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half4 _ColorDim;
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// --- _CELPRIMARYMODE_SINGLE
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// --- DR_SPECULAR_ON
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half4 _FlatSpecularColor;
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float _FlatSpecularSize;
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float _FlatSpecularEdgeSmoothness;
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// --- DR_SPECULAR_ON
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// --- DR_RIM_ON
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half4 _FlatRimColor;
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float _FlatRimSize;
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float _FlatRimEdgeSmoothness;
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float _FlatRimLightAlign;
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// --- DR_RIM_ON
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// --- _CELPRIMARYMODE_STEPS
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half4 _ColorDimSteps;
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sampler2D _CelStepTexture;
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// --- _CELPRIMARYMODE_STEPS
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// --- _CELPRIMARYMODE_CURVE
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half4 _ColorDimCurve;
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sampler2D _CelCurveTexture;
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// --- _CELPRIMARYMODE_CURVE
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// --- DR_CEL_EXTRA_ON
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half4 _ColorDimExtra;
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half _SelfShadingSizeExtra;
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half _ShadowEdgeSizeExtra;
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half _FlatnessExtra;
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// --- DR_CEL_EXTRA_ON
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// --- DR_GRADIENT_ON
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half4 _ColorGradient;
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half _GradientCenterX;
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half _GradientCenterY;
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half _GradientSize;
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half _GradientAngle;
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// --- DR_GRADIENT_ON
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half _TextureImpact;
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half _SelfShadingSize;
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half _ShadowEdgeSize;
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half _LightContribution;
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half _LightFalloffSize;
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half _Flatness;
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half _UnityShadowPower;
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half _UnityShadowSharpness;
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half _OverrideLightmapDir;
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half3 _LightmapDirection;
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half _DetailMapImpact;
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half4 _DetailMapColor;
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half4 _OutlineColor;
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half _OutlineWidth;
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half _OutlineScale;
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half _OutlineDepthOffset;
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half _CameraDistanceImpact;
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#ifndef FLATKIT_TERRAIN
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CBUFFER_END
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#endif
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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(float , _Cutoff)
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UNITY_DOTS_INSTANCED_PROP(float , _Surface)
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UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
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UNITY_DOTS_INSTANCED_PROP(float4 , _UnityShadowColor)
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UNITY_DOTS_INSTANCED_PROP(float4, _ColorDim)
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UNITY_DOTS_INSTANCED_PROP(float4, _FlatSpecularColor)
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UNITY_DOTS_INSTANCED_PROP(float , _FlatSpecularSize)
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UNITY_DOTS_INSTANCED_PROP(float , _FlatSpecularEdgeSmoothness)
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UNITY_DOTS_INSTANCED_PROP(float4, _FlatRimColor)
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UNITY_DOTS_INSTANCED_PROP(float , _FlatRimSize)
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UNITY_DOTS_INSTANCED_PROP(float , _FlatRimEdgeSmoothness)
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UNITY_DOTS_INSTANCED_PROP(float , _FlatRimLightAlign)
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UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimSteps)
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UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimCurve)
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UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimExtra)
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UNITY_DOTS_INSTANCED_PROP(float , _SelfShadingSizeExtra)
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UNITY_DOTS_INSTANCED_PROP(float , _ShadowEdgeSizeExtra)
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UNITY_DOTS_INSTANCED_PROP(float , _FlatnessExtra)
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UNITY_DOTS_INSTANCED_PROP(float4, _ColorGradient)
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UNITY_DOTS_INSTANCED_PROP(float , _GradientCenterX)
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UNITY_DOTS_INSTANCED_PROP(float , _GradientCenterY)
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UNITY_DOTS_INSTANCED_PROP(float , _GradientSize)
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UNITY_DOTS_INSTANCED_PROP(float , _GradientAngle)
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UNITY_DOTS_INSTANCED_PROP(float , _TextureImpact)
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UNITY_DOTS_INSTANCED_PROP(float , _SelfShadingSize)
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UNITY_DOTS_INSTANCED_PROP(float , _ShadowEdgeSize)
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UNITY_DOTS_INSTANCED_PROP(float , _LightContribution)
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UNITY_DOTS_INSTANCED_PROP(float , _LightFalloffSize)
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UNITY_DOTS_INSTANCED_PROP(float , _Flatness)
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UNITY_DOTS_INSTANCED_PROP(float , _UnityShadowPower)
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UNITY_DOTS_INSTANCED_PROP(float , _UnityShadowSharpness)
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UNITY_DOTS_INSTANCED_PROP(float , _OverrideLightmapDir)
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UNITY_DOTS_INSTANCED_PROP(float3, _LightmapDirection)
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UNITY_DOTS_INSTANCED_PROP(float , _DetailMapImpact)
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UNITY_DOTS_INSTANCED_PROP(float4, _DetailMapColor)
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UNITY_DOTS_INSTANCED_PROP(float4, _OutlineColor)
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UNITY_DOTS_INSTANCED_PROP(float , _OutlineWidth)
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UNITY_DOTS_INSTANCED_PROP(float , _OutlineScale)
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UNITY_DOTS_INSTANCED_PROP(float , _OutlineDepthOffset)
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UNITY_DOTS_INSTANCED_PROP(float , _CameraDistanceImpact)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor)
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#define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Cutoff)
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#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface)
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#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _EmissionColor)
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#define _UnityShadowColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _UnityShadowColor)
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#define _ColorDim UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDim)
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#define _FlatSpecularColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _FlatSpecularColor)
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#define _FlatSpecularSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatSpecularSize)
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#define _FlatSpecularEdgeSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatSpecularEdgeSmoothness)
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#define _FlatRimColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _FlatRimColor)
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#define _FlatRimSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatRimSize)
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#define _FlatRimEdgeSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatRimEdgeSmoothness)
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#define _FlatRimLightAlign UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatRimLightAlign)
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#define _ColorDimSteps UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimSteps)
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#define _ColorDimCurve UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimCurve)
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#define _ColorDimExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimExtra)
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#define _SelfShadingSizeExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SelfShadingSizeExtra)
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#define _ShadowEdgeSizeExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _ShadowEdgeSizeExtra)
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#define _FlatnessExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _FlatnessExtra)
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#define _ColorGradient UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorGradient)
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#define _GradientCenterX UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientCenterX)
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#define _GradientCenterY UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientCenterY)
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#define _GradientSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientSize)
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#define _GradientAngle UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _GradientAngle)
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#define _TextureImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _TextureImpact)
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#define _SelfShadingSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SelfShadingSize)
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#define _ShadowEdgeSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _ShadowEdgeSize)
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#define _LightContribution UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _LightContribution)
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#define _LightFalloffSize UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _LightFalloffSize)
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#define _Flatness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Flatness)
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#define _UnityShadowPower UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _UnityShadowPower)
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#define _UnityShadowSharpness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _UnityShadowSharpness)
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#define _OverrideLightmapDir UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OverrideLightmapDir)
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#define _LightmapDirection UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float3 , _LightmapDirection)
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#define _DetailMapImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _DetailMapImpact)
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#define _DetailMapColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _DetailMapColor)
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#define _OutlineColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _OutlineColor)
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#define _OutlineWidth UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OutlineWidth)
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#define _OutlineScale UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OutlineScale)
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#define _OutlineDepthOffset UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _OutlineDepthOffset)
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#define _CameraDistanceImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _CameraDistanceImpact)
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#endif
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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 albedo = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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outSurfaceData.alpha = albedo.a * _BaseColor.a;
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AlphaDiscard(outSurfaceData.alpha, _Cutoff);
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outSurfaceData.albedo = albedo.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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outSurfaceData.metallic = 0.0; // unused
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outSurfaceData.specular = 0.0; // unused
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outSurfaceData.smoothness = 0.0; // unused
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outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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outSurfaceData.occlusion = 1.0; // unused
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outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
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}
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half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
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{
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half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
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return specularSmoothness;
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}
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#endif // FLAT_KIT_STYLIZED_INPUT_INCLUDED
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