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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Feature/VertexBlend.cginc
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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 VertexBlend.cginc
/// @brief 3-4 splat blending with vertex color weights.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_FEATURE_VERTEX_BLEND_CGINC
#define ALLOY_SHADERS_FEATURE_VERTEX_BLEND_CGINC
#if !defined(A_ALPHA_SPLAT_ON) && defined(_SPECGLOSSMAP)
#define A_ALPHA_SPLAT_ON
#endif
#ifdef A_VERTEX_BLEND_ON
#ifndef A_VERTEX_COLOR_IS_DATA
#define A_VERTEX_COLOR_IS_DATA
#endif
#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_VERTEX_BLEND_ON
half _TriplanarBlendSharpness;
half4 _Splat0Tint;
A_SAMPLER_2D(_Splat0);
sampler2D _MaterialMap0;
sampler2D _Normal0;
half _Metallic0;
half _SplatSpecularity0;
half _SplatSpecularTint0;
half _SplatRoughness0;
half _SplatOcclusion0;
half _SplatBumpScale0;
half4 _Splat1Tint;
A_SAMPLER_2D(_Splat1);
sampler2D _MaterialMap1;
sampler2D _Normal1;
half _Metallic1;
half _SplatSpecularity1;
half _SplatSpecularTint1;
half _SplatRoughness1;
half _SplatOcclusion1;
half _SplatBumpScale1;
half4 _Splat2Tint;
A_SAMPLER_2D(_Splat2);
sampler2D _MaterialMap2;
sampler2D _Normal2;
half _Metallic2;
half _SplatSpecularity2;
half _SplatSpecularTint2;
half _SplatRoughness2;
half _SplatOcclusion2;
half _SplatBumpScale2;
#ifdef A_ALPHA_SPLAT_ON
half4 _Splat3Tint;
A_SAMPLER_2D(_Splat3);
sampler2D _MaterialMap3;
sampler2D _Normal3;
half _Metallic3;
half _SplatSpecularity3;
half _SplatSpecularTint3;
half _SplatRoughness3;
half _SplatOcclusion3;
half _SplatBumpScale3;
#endif
#endif
void aVertexBlend(
inout ASurface s)
{
#ifdef A_VERTEX_BLEND_ON
ASplatContext sc = aNewSplatContext(s, _TriplanarBlendSharpness, 1.0f);
ASplat sp0 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat0), _MaterialMap0, _Normal0, _Splat0Tint, 0.0h, _Metallic0, _SplatSpecularity0, _SplatSpecularTint0, _SplatRoughness0, _SplatOcclusion0, _SplatBumpScale0);
ASplat sp1 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat1), _MaterialMap1, _Normal1, _Splat1Tint, 0.0h, _Metallic1, _SplatSpecularity1, _SplatSpecularTint1, _SplatRoughness1, _SplatOcclusion1, _SplatBumpScale1);
ASplat sp2 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat2), _MaterialMap2, _Normal2, _Splat2Tint, 0.0h, _Metallic2, _SplatSpecularity2, _SplatSpecularTint2, _SplatRoughness2, _SplatOcclusion2, _SplatBumpScale2);
#ifdef A_ALPHA_SPLAT_ON
half4 splatControl = s.vertexColor;
ASplat sp3 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat3), _MaterialMap3, _Normal3, _Splat3Tint, 0.0h, _Metallic3, _SplatSpecularity3, _SplatSpecularTint3, _SplatRoughness3, _SplatOcclusion3, _SplatBumpScale3);
splatControl /= (dot(splatControl, A_ONE4) + A_EPSILON);
aApplyTerrainSplats(s, splatControl, sp0, sp1, sp2, sp3);
#else
half3 splatControl = s.vertexColor.xyz;
splatControl /= (dot(splatControl, A_ONE) + A_EPSILON);
aApplyTerrainSplats(s, splatControl, sp0, sp1, sp2);
#endif
aCutout(s);
#endif
}
#endif // ALLOY_SHADERS_FEATURE_VERTEX_BLEND_CGINC