void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { // using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; #ifdef DECALS_4RT // only smoothness in 3RT mode // Don't apply any metallic modification surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y; #endif surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z; } void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { // setup defaults -- these are used if the graph doesn't output a value ZERO_INITIALIZE(SurfaceData, surfaceData); // specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct // however specularOcclusion can come from the graph, so need to be init here so it can be override. surfaceData.specularOcclusion = 1.0; // copy across graph values, if defined $SurfaceDescription.BaseColor: surfaceData.baseColor = surfaceDescription.BaseColor; $SurfaceDescription.SpecularOcclusion: surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; $SurfaceDescription.Smoothness: surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; $SurfaceDescription.Occlusion: surfaceData.ambientOcclusion = surfaceDescription.Occlusion; $SurfaceDescription.IOR: surfaceData.IOR = surfaceDescription.IOR; $SurfaceDescription.Mask: surfaceData.mask = surfaceDescription.Mask; $SurfaceDescription.DiffusionProfileHash: surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash); $SurfaceDescription.SubsurfaceMask: surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; $SurfaceDescription.IrisPlaneOffset: surfaceData.irisPlaneOffset = surfaceDescription.IrisPlaneOffset; $SurfaceDescription.IrisRadius: surfaceData.irisRadius = surfaceDescription.IrisRadius; $SurfaceDescription.CausticIntensity: surfaceData.causticIntensity = surfaceDescription.CausticIntensity; // Input by graph needs to be saturated to avoid unwated behaviors $SurfaceDescription.CausticBlend: surfaceData.causticBlend = saturate(surfaceDescription.CausticBlend); // These static material feature allow compile time optimization surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_EYE_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_EYE_CINEMATIC surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_EYE_CINEMATIC; #endif #ifdef _MATERIAL_FEATURE_EYE_CAUSTIC_LUT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_EYE_CAUSTIC_FROM_LUT | MATERIALFEATUREFLAGS_EYE_CINEMATIC; //force light refraction with caustic #endif float3 doubleSidedConstants = GetDoubleSidedConstants(); ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData); // Note: It is assume that user in the shader graph provide a normal map with flat normal at the Cornea location // and an iris normal map. Same for smoothness, IOR and for subsurface mask. So we don't do any operation here. surfaceData.irisNormalWS = surfaceData.normalWS; $SurfaceDescription.IrisNormalOS: GetNormalWS_SrcOS(fragInputs, surfaceDescription.IrisNormalOS, surfaceData.irisNormalWS, doubleSidedConstants); $SurfaceDescription.IrisNormalTS: GetNormalWS(fragInputs, surfaceDescription.IrisNormalTS, surfaceData.irisNormalWS, doubleSidedConstants); $SurfaceDescription.IrisNormalWS: GetNormalWS_SrcWS(fragInputs, surfaceDescription.IrisNormalWS, surfaceData.irisNormalWS, doubleSidedConstants); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.irisNormalWS; // Use diffuse normal (iris) to fetch GI, unless users provide explicit bent normal (not affected by decals) $BentNormal: GetNormalWS(fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants); #ifdef DEBUG_DISPLAY #if !defined(SHADER_STAGE_RAY_TRACING) // Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { #ifdef FRAG_INPUTS_USE_TEXCOORD0 surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0); #else surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS); #endif } #endif // We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING) surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif }