diff options
| author | yum <yum.food.vr@gmail.com> | 2024-10-29 16:22:34 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-10-29 16:22:34 -0700 |
| commit | c26d19e86b9365f468f34f73cbe648ab2520bdec (patch) | |
| tree | b0a5b024881ba895c9f30fa52781c57177b329bd /feature_macros.cginc | |
| parent | 9a492f33c29c8564bcec17edef0a6591518ca9d4 (diff) | |
Can now specify interpolation mode on most important textures
You can select {linear,point,bilinear}x{repeat,clamp} for base pbr,
overlays, and rim lighting (??) textures now.
Overlay masks also tile now.
Diffstat (limited to 'feature_macros.cginc')
| -rw-r--r-- | feature_macros.cginc | 72 |
1 files changed, 54 insertions, 18 deletions
diff --git a/feature_macros.cginc b/feature_macros.cginc index 4c7bc5a..4724d12 100644 --- a/feature_macros.cginc +++ b/feature_macros.cginc @@ -7,8 +7,12 @@ #pragma shader_feature_local _ _NORMAL_MAP #pragma shader_feature_local _ _METALLIC_MAP #pragma shader_feature_local _ _ROUGHNESS_MAP -#pragma shader_feature_local _ _PBR_SAMPLER_REPEAT -#pragma shader_feature_local _ _PBR_SAMPLER_CLAMP +#pragma shader_feature_local _ _PBR_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _PBR_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _PBR_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _PBR_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _PBR_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _PBR_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _CUBEMAP #pragma shader_feature_local _ _EMISSION #pragma shader_feature_local _ _EMISSION0 @@ -35,32 +39,48 @@ #pragma shader_feature_local _ _RIM_LIGHTING0_MASK #pragma shader_feature_local _ _RIM_LIGHTING0_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING0_POLAR_MASK -#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_REPEAT -#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING0_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING0_REFLECT_IN_WORLD #pragma shader_feature_local _ _RIM_LIGHTING1 #pragma shader_feature_local _ _RIM_LIGHTING1_MASK #pragma shader_feature_local _ _RIM_LIGHTING1_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING1_POLAR_MASK -#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_REPEAT -#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING1_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING1_REFLECT_IN_WORLD #pragma shader_feature_local _ _RIM_LIGHTING2 #pragma shader_feature_local _ _RIM_LIGHTING2_MASK #pragma shader_feature_local _ _RIM_LIGHTING2_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING2_POLAR_MASK -#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_REPEAT -#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING2_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING2_REFLECT_IN_WORLD #pragma shader_feature_local _ _RIM_LIGHTING3 #pragma shader_feature_local _ _RIM_LIGHTING3_MASK #pragma shader_feature_local _ _RIM_LIGHTING3_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING3_POLAR_MASK -#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_REPEAT -#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING3_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING3_REFLECT_IN_WORLD #pragma shader_feature_local _ _OKLAB @@ -80,8 +100,12 @@ #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MAX -#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_REPEAT -#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _PBR_OVERLAY1 #pragma shader_feature_local _ _PBR_OVERLAY1_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY1_EMISSION_MAP @@ -95,8 +119,12 @@ #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MAX -#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_REPEAT -#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _PBR_OVERLAY2 #pragma shader_feature_local _ _PBR_OVERLAY2_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY2_EMISSION_MAP @@ -110,8 +138,12 @@ #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MAX -#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_REPEAT -#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _PBR_OVERLAY3 #pragma shader_feature_local _ _PBR_OVERLAY3_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY3_EMISSION_MAP @@ -125,8 +157,12 @@ #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MAX -#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_REPEAT -#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_LINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_LINEAR_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_POINT_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_POINT_CLAMP +#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_BILINEAR_REPEAT +#pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_BILINEAR_CLAMP #pragma shader_feature_local _ _DECAL0 #pragma shader_feature_local _ _DECAL0_ROUGHNESS #pragma shader_feature_local _ _DECAL0_METALLIC |
