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#ifndef __DECAL_INC
#define __DECAL_INC
#include "data.cginc"
#include "interpolators.cginc"
#include "math.cginc"
#include "texture_utils.cginc"
float4 decal_sample(texture2D tex, float2 uv, int uv_mode) {
[forcecase]
switch (uv_mode) {
case DECAL_UV_MODE_REPEAT:
return tex.Sample(aniso4_trilinear_repeat_s, uv);
case DECAL_UV_MODE_MIRROR:
return tex.Sample(aniso4_trilinear_mirror_s, uv);
case DECAL_UV_MODE_CLAMP:
return tex.Sample(aniso4_trilinear_clamp_s, uv);
default:
return 0;
}
}
float2 decal_rotate(float2 uv, float rotation) {
float s, c;
sincos(rotation * TAU, s, c);
float2 d = uv - 0.5;
return float2(d.x * c - d.y * s, d.x * s + d.y * c) + 0.5;
}
#define APPLY_DECAL(N) \
{ \
float2 uv = get_uv_by_channel(i, _Decal##N##_UV_Channel); \
uv -= _Decal##N##_MainTex_ST.zw; \
uv *= _Decal##N##_MainTex_ST.xy; \
if (_Decal##N##_Rotation_Enabled) \
uv = decal_rotate(uv, _Decal##N##_Rotation); \
float4 albedo = decal_sample(_Decal##N##_MainTex, uv, _Decal##N##_UV_Mode); \
if (_Decal##N##_SDF_Enabled) { \
float sd = _Decal##N##_SDF_Invert ? 1 - albedo.r : albedo.r; \
float d = sd - _Decal##N##_SDF_Threshold; \
float w = fwidth(d) * 0.5; \
albedo.rgb = sd; \
albedo.a = smoothstep(-w, w, d); \
} \
albedo *= _Decal##N##_Color; \
albedo.a *= _Decal##N##_Opacity; \
if (_Decal##N##_Mask_Enabled) { \
float2 mask_uv = get_uv_by_channel(i, _Decal##N##_Mask_UV_Channel); \
mask_uv -= _Decal##N##_Mask_ST.zw; \
mask_uv *= _Decal##N##_Mask_ST.xy; \
float mask = decal_sample(_Decal##N##_Mask, mask_uv, _Decal##N##_UV_Mode); \
if (_Decal##N##_Mask_Invert) mask = 1 - mask; \
albedo.a *= mask; \
} \
if (_Decal##N##_Albedo_Clamp) albedo.rgb = saturate(albedo.rgb); \
[forcecase] \
switch (_Decal##N##_Mix_Mode) { \
case DECAL_MIX_MODE_ALPHA_BLEND: \
pbr.albedo = alpha_blend(albedo, pbr.albedo); \
break; \
case DECAL_MIX_MODE_MULTIPLY: \
pbr.albedo.rgb *= lerp(1, albedo.rgb, albedo.a); \
break; \
case DECAL_MIX_MODE_ADD_PRODUCT: \
pbr.albedo.rgb += lerp(0, albedo.rgb * pbr.albedo.rgb, albedo.a); \
break; \
} \
if (_Decal##N##_Metallic_Gloss_Enabled) { \
float4 mg = decal_sample(_Decal##N##_Metallic_Gloss, uv, _Decal##N##_UV_Mode); \
pbr.metallic = lerp(pbr.metallic, mg.r * _Decal##N##_Metallic, albedo.a); \
pbr.smoothness = lerp(pbr.smoothness, mg.a * _Decal##N##_Gloss, albedo.a); \
} \
if (_Decal##N##_Normal_Enabled) { \
float3 dn = UnpackNormal(decal_sample(_Decal##N##_Normal, uv, _Decal##N##_UV_Mode)); \
dn.xy *= _Decal##N##_Normal_Scale; \
normal_tangent = blendNormalsHill12(normal_tangent, float3(dn.xy * albedo.a, dn.z)); \
} \
}
void applyDecals(v2f i, inout Pbr pbr, inout float3 normal_tangent) {
#if defined(_DECAL0)
APPLY_DECAL(0)
#endif
#if defined(_DECAL1)
APPLY_DECAL(1)
#endif
#if defined(_DECAL2)
APPLY_DECAL(2)
#endif
#if defined(_DECAL3)
APPLY_DECAL(3)
#endif
#if defined(_DECAL4)
APPLY_DECAL(4)
#endif
#if defined(_DECAL5)
APPLY_DECAL(5)
#endif
#if defined(_DECAL6)
APPLY_DECAL(6)
#endif
#if defined(_DECAL7)
APPLY_DECAL(7)
#endif
}
#endif // __DECAL_INC
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