1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
2 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
3 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
4 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
6 //-------------------------------------------------------------------------------------
7 // Fill SurfaceData/Builtin data function
8 //-------------------------------------------------------------------------------------
10 void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
12 float2 unlitColorMapUv = TRANSFORM_TEX(input.texCoord0.xy, _UnlitColorMap);
13 surfaceData.color = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).rgb * _UnlitColor.rgb;
14 float alpha = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).a * _UnlitColor.a;
17 DoAlphaTest(alpha, _AlphaCutoff);
21 ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
22 builtinData.opacity = alpha;
24 #ifdef _EMISSIVE_COLOR_MAP
25 builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, TRANSFORM_TEX(input.texCoord0.xy, _EmissiveColorMap)).rgb * _EmissiveColor;
27 builtinData.emissiveColor = _EmissiveColor;
30 // Inverse pre-expose using _EmissiveExposureWeight weight
31 float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
32 builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
34 #if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
35 float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
36 distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
37 builtinData.distortion = distortion.rg * _DistortionScale;
38 builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
41 #if defined(DEBUG_DISPLAY)
42 if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
44 surfaceData.color = GetTextureDataDebug(_DebugMipMapMode, unlitColorMapUv, _UnlitColorMap, _UnlitColorMap_TexelSize, _UnlitColorMap_MipInfo, surfaceData.color);