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#ifndef __DECAL_INC
#define __DECAL_INC
#include "globals.cginc"
#include "pbr.cginc"
#include "interpolators.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;
}
void applyDecals(v2f i, inout Pbr pbr) {
#if defined(_DECAL0)
{
float2 uv = get_uv_by_channel(i, _Decal0_UV_Channel);
uv -= _Decal0_MainTex_ST.zw;
uv *= _Decal0_MainTex_ST.xy;
#if defined(_DECAL0_ROTATION)
uv = decal_rotate(uv, _Decal0_Rotation);
#endif
float4 albedo = decal_sample(_Decal0_MainTex, uv, _Decal0_UV_Mode);
albedo *= _Decal0_Color;
albedo.a *= _Decal0_Opacity;
#if defined(_DECAL0_MASK)
float2 mask_uv = get_uv_by_channel(i, _Decal0_Mask_UV_Channel);
mask_uv -= _Decal0_Mask_ST.zw;
mask_uv *= _Decal0_Mask_ST.xy;
// For now, mask gets the same sampling mode as the decal.
float mask = decal_sample(_Decal0_Mask, mask_uv, _Decal0_UV_Mode);
#if defined(_DECAL0_MASK_INVERT)
mask = 1 - mask;
#endif // _DECAL0_MASK_INVERT
albedo.a *= mask;
#endif // _DECAL0_MASK
#if defined(_DECAL0_ALBEDO_CLAMP)
albedo.rgb = saturate(albedo.rgb);
#endif // _DECAL0_ALBEDO_CLAMP
[forcecase]
switch (_Decal0_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 defined(_DECAL0_METALLIC_GLOSS)
float4 mg = decal_sample(_Decal0_Metallic_Gloss, uv, _Decal0_UV_Mode);
pbr.metallic = lerp(pbr.metallic, mg.r, albedo.a);
pbr.smoothness = lerp(pbr.smoothness, mg.a, albedo.a);
pbr.roughness_perceptual = clamp(1 - pbr.smoothness, MIN_PERCEPTUAL_ROUGHNESS, 1);
pbr.roughness = clamp(pbr.roughness_perceptual * pbr.roughness_perceptual, MIN_ROUGHNESS, 1);
#endif // _DECAL0_METALLIC_GLOSS
}
#endif
}
#endif // __DECAL_INC
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