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authoryum <yum.food.vr@gmail.com>2024-10-29 16:22:34 -0700
committeryum <yum.food.vr@gmail.com>2024-10-29 16:22:34 -0700
commitc26d19e86b9365f468f34f73cbe648ab2520bdec (patch)
treeb0a5b024881ba895c9f30fa52781c57177b329bd /feature_macros.cginc
parent9a492f33c29c8564bcec17edef0a6591518ca9d4 (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.cginc72
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