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Silly-Home/Assets/Filamented/FilamentMaterialInputs.cginc

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HLSL

#ifndef FILAMENT_MATERIAL_INPUTS
#define FILAMENT_MATERIAL_INPUTS
// Decide if we can skip lighting when dot(n, l) <= 0.0
#if defined(SHADING_MODEL_CLOTH)
#if !defined(MATERIAL_HAS_SUBSURFACE_COLOR)
#define MATERIAL_CAN_SKIP_LIGHTING
#endif
#elif defined(SHADING_MODEL_SUBSURFACE)
// Cannot skip lighting
#else
#define MATERIAL_CAN_SKIP_LIGHTING
#endif
struct MaterialInputs {
half4 baseColor;
#if !defined(SHADING_MODEL_UNLIT)
#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
half roughness;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
half metallic;
half reflectance;
#endif
half ambientOcclusion;
#endif
half4 emissive;
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
half3 sheenColor;
half sheenRoughness;
#endif
#if defined(MATERIAL_HAS_GLINT)
float2 uv;
float glintAlpha;
float glintDensity;
#endif
half clearCoat;
half clearCoatRoughness;
half anisotropy;
half3 anisotropyDirection;
#if defined(SHADING_MODEL_SUBSURFACE) || defined(HAS_REFRACTION)
half thickness;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
half subsurfacePower;
half3 subsurfaceColor;
#endif
#if defined(SHADING_MODEL_CLOTH)
half3 sheenColor;
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
half3 subsurfaceColor;
#endif
#endif
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
half3 specularColor;
half glossiness;
#endif
#if defined(MATERIAL_HAS_NORMAL)
half3 normal;
#endif
#if defined(MATERIAL_HAS_BENT_NORMAL)
half3 bentNormal;
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
half3 clearCoatNormal;
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
half4 postLightingColor;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(HAS_REFRACTION)
#if defined(MATERIAL_HAS_ABSORPTION)
half3 absorption;
#endif
#if defined(MATERIAL_HAS_TRANSMISSION)
half transmission;
#endif
#if defined(MATERIAL_HAS_IOR)
half ior;
#endif
#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
half microThickness;
#endif
#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
#if defined(MATERIAL_HAS_IOR)
half ior;
#endif
#endif
#endif
};
void initMaterial(out MaterialInputs material) {
material = (MaterialInputs)0;
material.baseColor = 1.0;
#if !defined(SHADING_MODEL_UNLIT)
#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.roughness = 1.0;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.metallic = 0.0;
material.reflectance = 0.5;
#endif
material.ambientOcclusion = 1.0;
#endif
material.emissive = half4(half3(0.0.xxx), 1.0);
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(MATERIAL_HAS_SHEEN_COLOR)
material.sheenColor = half3(0.0.xxx);
material.sheenRoughness = 0.0;
#endif
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
material.clearCoat = 1.0;
material.clearCoatRoughness = 0.0;
#endif
#if defined(MATERIAL_HAS_ANISOTROPY)
material.anisotropy = 0.0;
material.anisotropyDirection = half3(1.0, 0.0, 0.0);
#endif
#if defined(SHADING_MODEL_SUBSURFACE) || defined(HAS_REFRACTION)
material.thickness = 0.5;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
material.subsurfacePower = 12.234;
material.subsurfaceColor = half3(1.0.xxx);
#endif
#if defined(SHADING_MODEL_CLOTH)
material.sheenColor = sqrt(material.baseColor.rgb);
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
material.subsurfaceColor = half3(0.0.xxx);
#endif
#endif
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = 0.0;
material.specularColor = half3(0.0.xxx);
#endif
#if defined(MATERIAL_HAS_NORMAL)
material.normal = half3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_BENT_NORMAL)
material.bentNormal = half3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
material.clearCoatNormal = half3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
material.postLightingColor = half4(0.0.xxx);
#endif
#if defined(MATERIAL_HAS_GLINT)
material.uv = float2(0.0, 0.0);
material.glintAlpha = 0.05;
material.glintDensity = 10000.0;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(HAS_REFRACTION)
#if defined(MATERIAL_HAS_ABSORPTION)
material.absorption = half3(0.0.xxx);
#endif
#if defined(MATERIAL_HAS_TRANSMISSION)
material.transmission = 1.0;
#endif
#if defined(MATERIAL_HAS_IOR)
material.ior = 1.5;
#endif
#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
material.microThickness = 0.0;
#endif
#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
#if defined(MATERIAL_HAS_IOR)
material.ior = 1.5;
#endif
#endif
#endif
}
#if defined(MATERIAL_HAS_CUSTOM_SURFACE_SHADING)
/** @public-api */
struct LightData {
half4 colorIntensity;
half3 l;
half NdotL;
half3 worldPosition;
half attenuation;
half visibility;
};
/** @public-api */
struct ShadingData {
half3 diffuseColor;
half perceptualRoughness;
half3 f0;
half roughness;
};
#endif
#endif // FILAMENT_MATERIAL_INPUTS