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