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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 SecondaryTextures.cginc
/// @brief Secondary set of textures.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_FEATURE_SECONDARY_TEXTURES_CGINC
#define ALLOY_SHADERS_FEATURE_SECONDARY_TEXTURES_CGINC
#ifdef A_SECONDARY_TEXTURES_ON
#ifndef A_METALLIC_ON
#define A_METALLIC_ON
#endif
#ifndef A_SPECULAR_TINT_ON
#define A_SPECULAR_TINT_ON
#endif
#if !defined(A_AMBIENT_OCCLUSION_ON) && !defined(A_ROUGHNESS_SOURCE_BASE_COLOR_ALPHA)
#define A_AMBIENT_OCCLUSION_ON
#endif
#endif
#include "Assets/Alloy/Shaders/Framework/Feature.cginc"
#ifdef A_SECONDARY_TEXTURES_ON
/// The secondary tint color.
/// Expects a linear LDR color with alpha.
half4 _Color2;
/// The secondary color map.
/// Expects an RGB(A) map with sRGB sampling.
A_SAMPLER_2D(_MainTex2);
/// The secondary packed material map.
/// Expects an RGBA data map.
sampler2D _MaterialMap2;
/// The secondary normal map.
/// Expects a compressed normal map.
sampler2D _BumpMap2;
/// Toggles tinting the secondary color by the vertex color.
/// Expects values in the range [0,1].
half _BaseColorVertexTint2;
/// The secondary metallic scale.
/// Expects values in the range [0,1].
half _Metallic2;
/// The secondary specularity scale.
/// Expects values in the range [0,1].
half _Specularity2;
// Amount that f0 is tinted by the base color.
/// Expects values in the range [0,1].
half _SpecularTint2;
/// The secondary roughness scale.
/// Expects values in the range [0,1].
half _Roughness2;
/// Ambient Occlusion strength.
/// Expects values in the range [0,1].
half _Occlusion2;
/// Normal map XY scale.
half _BumpScale2;
#endif
void aSecondaryTextures(
inout ASurface s)
{
#ifdef A_SECONDARY_TEXTURES_ON
ASplatContext sc = aNewSplatContext(s, 1.0h, 1.0f);
ASplat sp = aNewSplat(sc, A_SAMPLER_2D_INPUT(_MainTex2), _MaterialMap2, _BumpMap2, _Color2, _BaseColorVertexTint2, _Metallic2, _Specularity2, _SpecularTint2, _Roughness2, _Occlusion2, _BumpScale2);
#ifdef A_SECONDARY_TEXTURES_ALPHA_BLEND_OFF
aBlendSplat(s, sp);
#else
aBlendSplatWithOpacity(s, sp);
#endif
// NOTE: These are applied in here so we can use baseUv2.
float2 baseUv = s.baseUv;
s.baseUv = A_BV(s, sp.baseUv);
aEmission2(s);
aRim2(s);
s.baseUv = A_BV(s, baseUv);
#endif
}
#endif // ALLOY_SHADERS_FEATURE_SECONDARY_TEXTURES_CGINC