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#ifndef __PBR_INC
#define __PBR_INC
#include "filamented.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
#include "texture_utils.cginc"
struct Pbr {
float4 albedo;
float3 normal;
float3x3 tbn;
float smoothness;
float roughness_perceptual;
float roughness;
float metallic;
#if defined(_CLEARCOAT)
float cc_roughness;
float cc_strength;
#endif
#if defined(_CLOTH_SHEEN)
float cl_strength;
float3 cl_color;
#endif
};
#define MIN_PERCEPTUAL_ROUGHNESS 5e-2f
#define MIN_ROUGHNESS 5e-3f
// TODO consider normal filtering like filamented
void propagateSmoothness(inout Pbr pbr) {
pbr.roughness_perceptual = max(MIN_PERCEPTUAL_ROUGHNESS, 1.0f - pbr.smoothness);
pbr.roughness = max(MIN_ROUGHNESS, pbr.roughness_perceptual * pbr.roughness_perceptual);
#if defined(_CLEARCOAT)
pbr.cc_roughness = max(MIN_ROUGHNESS, pbr.cc_roughness * pbr.cc_roughness);
#endif
}
void apply_marble(float3 world_pos, inout float3 albedo) {
#if defined(_MARBLE)
float3 uvw = world_pos * _Marble_Scale;
float noise_r = sin_noise_3d_fbm(uvw + _Time[0], _Marble_Octaves, 2.0f, _Marble_Strength);
float noise_g = sin_noise_3d_fbm(uvw+3.1 + _Time[0], _Marble_Octaves, 2.0f, _Marble_Strength);
float noise_b = sin_noise_3d_fbm(uvw+3.7 + _Time[0], _Marble_Octaves, 2.0f, _Marble_Strength);
float3 r = _Marble_U_Ramp.Sample(linear_repeat_s, float2(noise_r, 0));
float3 g = _Marble_V_Ramp.Sample(linear_repeat_s, float2(noise_g, 0));
float3 b = _Marble_W_Ramp.Sample(linear_repeat_s, float2(noise_b, 0));
albedo = r + g + b;
#endif
}
Pbr getPbr(v2f i) {
Pbr pbr = (Pbr) 0;
#if defined(_UV_SCROLL)
i.uv01.xy += getTime() * _UV_Scroll_Speed;
#endif // _UV_SCROLL
pbr.albedo = _MainTex.Sample(aniso16_trilinear_repeat_s, i.uv01.xy * _MainTex_ST.xy + _MainTex_ST.zw);
pbr.albedo *= _Color;
apply_marble(i.worldPos, pbr.albedo.xyz);
float3 normal_tangent = UnpackNormal(_BumpMap.Sample(aniso16_trilinear_repeat_s, i.uv01.xy * _BumpMap_ST.xy));
normal_tangent.xy *= _BumpScale;
#if defined(_DETAILS)
float2 detail_uv = get_uv_by_channel(i, _Details_UV_Channel);
float3 detail_normal = UnpackNormal(_DetailNormalMap.Sample(aniso16_trilinear_repeat_s, detail_uv * _DetailNormalMap_ST.xy));
detail_normal.xy *= _DetailNormalMapScale;
float detail_mask = _DetailMask.Sample(aniso16_trilinear_repeat_s, detail_uv * _DetailMask_ST.xy).r;
detail_normal.xy *= detail_mask;
normal_tangent = blendNormalsHill12(normal_tangent, detail_normal);
#endif
// Map from tangent space to world space.
float3 bitangent = cross(i.normal, i.tangent.xyz) * i.tangent.w;
pbr.tbn = float3x3(i.tangent.xyz, bitangent, i.normal);
pbr.normal = normalize(mul(normal_tangent, pbr.tbn));
float4 metallic_gloss = _MetallicGlossMap.Sample(aniso16_trilinear_repeat_s, i.uv01.xy * _MetallicGlossMap_ST.xy);
pbr.smoothness = metallic_gloss.a * _Glossiness;
pbr.metallic = metallic_gloss.r * _Metallic;
#if defined(_CLEARCOAT)
pbr.cc_roughness = _Clearcoat_Roughness;
pbr.cc_strength = _Clearcoat_Strength;
#endif
#if defined(_CLOTH_SHEEN)
pbr.cl_strength = _Cloth_Sheen_Strength;
pbr.cl_color = _Cloth_Sheen_Color;
#endif
propagateSmoothness(pbr);
return pbr;
}
#endif // __PBR_INC
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