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AR-Menu/Library/PackageCache/org.khronos.unitygltf@6b55d14e19c1/Runtime/Shaders/UnityStandardInput.cginc
2025-11-30 08:35:03 +02:00

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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef UNITY_STANDARD_INPUT_INCLUDED
#define UNITY_STANDARD_INPUT_INCLUDED
#include "UnityCG.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityPBSLighting.cginc" // TBD: remove
#include "UnityStandardUtils.cginc"
//---------------------------------------
// Directional lightmaps & Parallax require tangent space too
#if (_NORMALMAP || DIRLIGHTMAP_COMBINED || _PARALLAXMAP)
#define _TANGENT_TO_WORLD 1
#endif
#if (_DETAIL_MULX2 || _DETAIL_MUL || _DETAIL_ADD || _DETAIL_LERP)
#define _DETAIL 1
#endif
//---------------------------------------
half4 _Color;
half _Cutoff;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DetailAlbedoMap;
float4 _DetailAlbedoMap_ST;
sampler2D _BumpMap;
half _BumpScale;
sampler2D _DetailMask;
sampler2D _DetailNormalMap;
half _DetailNormalMapScale;
sampler2D _SpecGlossMap;
sampler2D _MetallicGlossMap;
half _Metallic;
half _Glossiness;
sampler2D _OcclusionMap;
half _OcclusionStrength;
sampler2D _ParallaxMap;
half _Parallax;
half _UVSec;
half4 _EmissionColor;
sampler2D _EmissionMap;
float4 _EmissionMap_ST;
//-------------------------------------------------------------------------------------
// Input functions
struct VertexInput
{
float4 vertex : POSITION;
half3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
float2 uv2 : TEXCOORD2;
#endif
#ifdef _TANGENT_TO_WORLD
half4 tangent : TANGENT;
#endif
#if defined(UNITY_VERTEX_INPUT_INSTANCE_ID)
UNITY_VERTEX_INPUT_INSTANCE_ID
#else
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
float4 TexCoords(VertexInput v)
{
float4 texcoord;
texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0
texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap);
return texcoord;
}
half DetailMask(float2 uv)
{
return tex2D (_DetailMask, uv).a;
}
#if defined(VERTEX_COLOR_ON)
half3 Albedo(float4 texcoords, half4 color)
#else
half3 Albedo(float4 texcoords)
#endif
{
half3 albedo = _Color.rgb * tex2D(_MainTex, texcoords.xy).rgb;
#if _DETAIL
#if (SHADER_TARGET < 30)
// SM20: instruction count limitation
// SM20: no detail mask
half mask = 1;
#else
half mask = DetailMask(texcoords.xy);
#endif
half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb;
#if _DETAIL_MULX2
albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, mask);
#elif _DETAIL_MUL
albedo *= LerpWhiteTo (detailAlbedo, mask);
#elif _DETAIL_ADD
albedo += detailAlbedo * mask;
#elif _DETAIL_LERP
albedo = lerp (albedo, detailAlbedo, mask);
#endif
#endif
return albedo;
}
half Alpha(float2 uv)
{
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
return _Color.a;
#else
return tex2D(_MainTex, uv).a * _Color.a;
#endif
}
half Occlusion(float2 uv)
{
#if (SHADER_TARGET < 30)
// SM20: instruction count limitation
// SM20: simpler occlusion
return tex2D(_OcclusionMap, uv).r;
#else
half occ = tex2D(_OcclusionMap, uv).r;
return LerpOneTo (occ, _OcclusionStrength);
#endif
}
half4 SpecularGloss(float2 uv)
{
half4 sg;
#ifdef _SPECGLOSSMAP
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
sg.rgb = tex2D(_SpecGlossMap, uv).rgb;
sg.a = tex2D(_MainTex, uv).a;
#else
sg = tex2D(_SpecGlossMap, uv);
#endif
sg *= half4(_SpecColor.rgb, _Glossiness);
#else
sg.rgb = _SpecColor.rgb;
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
sg.a = tex2D(_MainTex, uv).a * _Glossiness;
#else
sg.a = _Glossiness;
#endif
#endif
return sg;
}
half2 MetallicGloss(float2 uv)
{
half2 mg;
#ifdef _METALLICGLOSSMAP
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
mg.r = tex2D(_MetallicGlossMap, uv).b;
mg.g = tex2D(_MainTex, uv).a;
#else
mg = tex2D(_MetallicGlossMap, uv).bg;
#endif
mg *= half2(_Metallic, _Glossiness);
#else
mg.r = _Metallic;
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
mg.g = tex2D(_MainTex, uv).a * _Glossiness;
#else
mg.g = _Glossiness;
#endif
#endif
// it's roughness, not glossiness. invert it
mg.g = 1.0f - mg.g;
return mg;
}
half2 MetallicRough(float2 uv)
{
half2 mg;
#if UNITY_SETUP_BRDF_INPUT == MetallicSetup
#ifdef _METALLICGLOSSMAP
mg = half2(_Metallic, _Glossiness) * tex2D(_MetallicGlossMap, uv).bg;
#else
mg = half2(_Metallic, _Glossiness);
#endif
#else
#ifdef _SPECGLOSSMAP
mg.r = _Metallic;
mg.g = 1.0f - _Glossiness * tex2D(_SpecGlossMap, uv).a;
#else
mg = half2(Metallic, 1.0f - _Glossiness);
#endif
#endif
return mg;
}
half3 Emission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
return tex2D(_EmissionMap, TRANSFORM_TEX(uv, _EmissionMap)).rgb * _EmissionColor.rgb;
#endif
}
// see this link regarding unpacking instructions:
// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/schema/material.normalTextureInfo.schema.json#L13
half3 UnpackScaleNormalGLTF(half4 packednormal, half bumpScale)
{
float3 normal = packednormal.xyz * 2.0 - 1.0;
normal.xy *= bumpScale;
return normalize(normal);
}
#ifdef _NORMALMAP
half3 NormalInTangentSpace(float4 texcoords)
{
half3 normalTangent = UnpackScaleNormalGLTF(tex2D (_BumpMap, texcoords.xy), _BumpScale);
#if _DETAIL && defined(UNITY_ENABLE_DETAIL_NORMALMAP)
half mask = DetailMask(texcoords.xy);
half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale);
#if _DETAIL_LERP
normalTangent = lerp(
normalTangent,
detailNormalTangent,
mask);
#else
normalTangent = lerp(
normalTangent,
BlendNormals(normalTangent, detailNormalTangent),
mask);
#endif
#endif
return normalTangent;
}
#endif
float4 Parallax (float4 texcoords, half3 viewDir)
{
// D3D9/SM30 supports up to 16 samplers, skip the parallax map in case we exceed the limit
#define EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT (defined(LIGHTMAP_ON) && defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) && defined(_NORMALMAP) && \
defined(_EMISSION) && defined(_DETAIL) && (defined(_METALLICGLOSSMAP) || defined(_SPECGLOSSMAP)))
#if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) || (defined(SHADER_API_D3D9) && EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT)
// SM20: instruction count limitation
// SM20: no parallax
return texcoords;
#else
half h = tex2D (_ParallaxMap, texcoords.xy).g;
float2 offset = ParallaxOffset1Step (h, _Parallax, viewDir);
return float4(texcoords.xy + offset, texcoords.zw + offset);
#endif
#undef EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT
}
#endif // UNITY_STANDARD_INPUT_INCLUDED