#ifndef UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED #define UNIVERSAL_SIMPLE_LIT_INPUT_INCLUDED //Lines below are moved to the main shader file //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" //CBUFFER_START(UnityPerMaterial) // float4 _BaseMap_ST; // half4 _BaseColor; // half4 _SpecColor; // half4 _EmissionColor; // half _Cutoff; // half _Surface; //CBUFFER_END #ifdef UNITY_DOTS_INSTANCING_ENABLED UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor) UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor) UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor) UNITY_DOTS_INSTANCED_PROP(float , _Cutoff) UNITY_DOTS_INSTANCED_PROP(float , _Surface) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_BaseColor) #define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_SpecColor) #define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata_EmissionColor) #define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Cutoff) #define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata_Surface) #endif TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) { half4 specularSmoothness = half4(0, 0, 0, 1); #ifdef _SPECGLOSSMAP specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; #elif defined(_SPECULAR_COLOR) specularSmoothness = specColor; #endif #ifdef _GLOSSINESS_FROM_BASE_ALPHA specularSmoothness.a = alpha; #endif return specularSmoothness; } inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) { outSurfaceData = (SurfaceData)0; half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); outSurfaceData.alpha = albedoAlpha.a * _BaseColor.a; AlphaDiscard(outSurfaceData.alpha, _Cutoff); outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; #ifdef _ALPHAPREMULTIPLY_ON outSurfaceData.albedo *= outSurfaceData.alpha; #endif half4 specularSmoothness = SampleSpecularSmoothness(uv, outSurfaceData.alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); outSurfaceData.metallic = 0.0; // unused outSurfaceData.specular = specularSmoothness.rgb; outSurfaceData.smoothness = specularSmoothness.a; outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); outSurfaceData.occlusion = 1.0; outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); } #endif