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2022-01-22 20:13:49 -08:00

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// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file CarPaintFastClearCoat.cginc
/// @brief Car Paint surface shader definition.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_FAST_CLEARCOAT_CGINC
#define ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_FAST_CLEARCOAT_CGINC
#define A_METALLIC_ON
#define A_CLEARCOAT_ON
#define A_MAIN_TEXTURES_ON
#define A_CAR_PAINT_ON
#ifndef A_NORMAL_WORLD_ON
#define A_NORMAL_WORLD_ON
#endif
#ifndef A_VIEW_DIR_WORLD_ON
#define A_VIEW_DIR_WORLD_ON
#endif
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
/// Clear Coat weight.
/// Expects values in the range [0,1].
half _CarPaintClearCoatWeight;
/// Clear Coat roughness.
/// Expects values in the range [0,1].
half _CarPaintClearCoatRoughness;
void aSurfaceShader(
inout ASurface s)
{
aParallax(s);
aDissolve(s);
aMainTextures(s);
aDetail(s);
aTeamColor(s);
s.mask = s.opacity;
// Multi-layer car paint.
// cf http://www.elliottpacel.co.uk/blog/pbr-practice
// cf http://blenderartists.org/forum/showthread.php?250127-Car-Paint-Materials-Iridescent-Layers-Carbon-Fiber-Leather&p=2083499&viewfull=1#post2083499
// Two-Tone Paint
half secondaryColorFalloff = 1.0h - pow(s.NdotV, 0.1 + 9.9h * _CarSecondaryColorFalloff);
half secondaryColorWeight = _CarSecondaryColorWeight * secondaryColorFalloff;
half3 paintColor = lerp(_CarPrimaryColor, _CarSecondaryColor, secondaryColorWeight);
s.baseColor *= aLerpWhiteTo(paintColor, s.mask);
// Metal Flakes
// NOTE: Metal brightness will overpower clearcoat, hiding roughness difference.
float2 flakeUv = A_TEX_TRANSFORM_UV(s, _CarFlakeMap);
half4 flakes = _CarFlakeColor * tex2D(_CarFlakeMap, flakeUv);
half flakeMask = pow(flakes.a, _CarFlakeMapFalloff);
half flakeSpread = pow(s.NdotV, _CarFlakeSpread * -9.9h + 10.0h); //[10,0]
half flakeWeight = s.mask * flakeMask * flakeSpread * _CarFlakeWeight;
s.baseColor = lerp(s.baseColor, flakes.rgb, flakeWeight);
s.metallic = lerp(s.metallic, 1.0h, flakeWeight);
s.roughness = lerp(s.roughness, 1.0h, flakeWeight * _CarFlakeHighlightSpread);
s.clearCoat = s.mask * _CarPaintClearCoatWeight;
s.clearCoatRoughness = _CarPaintClearCoatRoughness;
s.mask = 1.0h;
aAo2(s);
aDecal(s);
aWetness(s);
aEmission(s);
aRim(s);
}
#endif // ALLOY_MODS_SHADERS_DEFINITION_CAR_PAINT_FAST_CLEARCOAT_CGINC