// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ ///////////////////////////////////////////////////////////////////////////////// /// @file VertexBlend.cginc /// @brief Vertex Blend shader definition. ///////////////////////////////////////////////////////////////////////////////// #ifndef ALLOY_LEGACY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC #define ALLOY_LEGACY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC #define A_ROUGHNESS_SOURCE_BASE_COLOR_ALPHA #ifndef A_VERTEX_COLOR_IS_DATA #define A_VERTEX_COLOR_IS_DATA #endif #define A_METALLIC_ON #define A_SPECULAR_TINT_ON #define A_DETAIL_MASK_OFF #include "Assets/Alloy/Shaders/Lighting/Standard.cginc" #include "Assets/Alloy/Shaders/Type/Standard.cginc" half _TriplanarBlendSharpness; half4 _Splat0Tint; A_SAMPLER_2D(_Splat0); sampler2D _Normal0; half _Metallic0; half _SplatSpecularity0; half _SplatSpecularTint0; half _SplatRoughness0; half4 _Splat1Tint; A_SAMPLER_2D(_Splat1); sampler2D _Normal1; half _Metallic1; half _SplatSpecularity1; half _SplatSpecularTint1; half _SplatRoughness1; half4 _Splat2Tint; A_SAMPLER_2D(_Splat2); sampler2D _Normal2; half _Metallic2; half _SplatSpecularity2; half _SplatSpecularTint2; half _SplatRoughness2; half4 _Splat3Tint; A_SAMPLER_2D(_Splat3); sampler2D _Normal3; half _Metallic3; half _SplatSpecularity3; half _SplatSpecularTint3; half _SplatRoughness3; void aSurfaceShader( inout ASurface s) { half4 splatControl = s.vertexColor; splatControl /= (dot(splatControl, A_ONE4) + A_EPSILON); ASplatContext sc = aNewSplatContext(s, _TriplanarBlendSharpness, 1.0f); ASplat sp0 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat0), _Splat0, _Normal0, _Splat0Tint, 0.0h, _Metallic0, _SplatSpecularity0, _SplatSpecularTint0, _SplatRoughness0, 1.0h, 1.0h); ASplat sp1 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat1), _Splat1, _Normal1, _Splat1Tint, 0.0h, _Metallic1, _SplatSpecularity1, _SplatSpecularTint1, _SplatRoughness1, 1.0h, 1.0h); ASplat sp2 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat2), _Splat2, _Normal2, _Splat2Tint, 0.0h, _Metallic2, _SplatSpecularity2, _SplatSpecularTint2, _SplatRoughness2, 1.0h, 1.0h); ASplat sp3 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat3), _Splat3, _Normal3, _Splat3Tint, 0.0h, _Metallic3, _SplatSpecularity3, _SplatSpecularTint3, _SplatRoughness3, 1.0h, 1.0h); aApplyTerrainSplats(s, splatControl, sp0, sp1, sp2, sp3); aCutout(s); aDetail(s); } #endif // ALLOY_LEGACY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC