standard-fs.chunk 21 KB

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  1. #include <common/lighting/brdf>
  2. // Surface
  3. void CCSurfacesFragmentGetMaterialData(inout SurfacesMaterialData surfaceData)
  4. {
  5. HIGHP_VALUE_TO_STRUCT_DEFINED(FSInput_worldPos, surfaceData.worldPos);
  6. surfaceData.baseColor = SurfacesFragmentModifyBaseColorAndTransparency();
  7. surfaceData.worldNormal = SurfacesFragmentModifyWorldNormal();
  8. SurfacesFragmentModifyWorldTangentAndBinormal(surfaceData.worldTangent, surfaceData.worldBinormal, surfaceData.worldNormal);
  9. surfaceData.ior = SurfacesFragmentModifyIOR();
  10. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  11. float isRotation;
  12. vec4 anisotropyParams = SurfacesFragmentModifyAnisotropyParams(isRotation);
  13. surfaceData.anisotropyShape = anisotropyParams.x;
  14. if (isRotation > 0.0) {
  15. RotateTangentAndBinormal(surfaceData.worldTangent, surfaceData.worldBinormal, surfaceData.worldNormal, anisotropyParams.y);
  16. } else {
  17. vec3 anisoDirTS = anisotropyParams.yzw;
  18. vec3 tangentWS = anisoDirTS.x * surfaceData.worldTangent + anisoDirTS.y * surfaceData.worldBinormal + anisoDirTS.z * surfaceData.worldNormal;
  19. surfaceData.worldTangent = normalize(tangentWS);
  20. surfaceData.worldBinormal = cross(surfaceData.worldNormal, tangentWS);
  21. }
  22. #endif
  23. surfaceData.emissive = SurfacesFragmentModifyEmissive();
  24. vec4 pbr = SurfacesFragmentModifyPBRParams();
  25. surfaceData.ao = pbr.x;
  26. surfaceData.roughness = pbr.y;
  27. surfaceData.metallic = pbr.z;
  28. surfaceData.specularIntensity = pbr.w;
  29. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR || CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  30. surfaceData.transmitScatteringParams = SurfacesFragmentModifyTransmitScatteringParams();
  31. surfaceData.inScatteringColor = SurfacesFragmentModifyTransmitInScatteringColor();
  32. surfaceData.outScatteringColor = SurfacesFragmentModifyTransmitOutScatteringColor();
  33. #endif
  34. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  35. surfaceData.transmitDiffuseParams = SurfacesFragmentModifyTransmitDiffuseParams();
  36. #endif
  37. #if CC_SURFACES_LIGHTING_TRT
  38. // skip in shader graph, need extra code
  39. vec4 trtParams = SurfacesFragmentModifyTRTParams();
  40. surfaceData.roughness2ndSpecular = saturate(surfaceData.roughness + trtParams.x);
  41. surfaceData.metallic2ndSpecular = surfaceData.metallic;
  42. surfaceData.intensity2ndSpecular = trtParams.w;
  43. surfaceData.baseColor2ndSpecular = vec3(1.0); // specular color use specified trt color only
  44. surfaceData.color2ndSpecular = SurfacesFragmentModifyTRTColor();
  45. surfaceData.worldNormal2ndSpecular = surfaceData.worldNormal;
  46. surfaceData.worldTangent2ndSpecular = surfaceData.worldTangent;
  47. surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
  48. surfaceData.ior2ndSpecular = surfaceData.ior; //unused
  49. surfaceData.opacity2ndSpecular = 1.0; // unused
  50. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  51. surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
  52. #endif
  53. RotateNormalAndBinormal(surfaceData.worldBinormal2ndSpecular, surfaceData.worldNormal2ndSpecular, surfaceData.worldTangent2ndSpecular, trtParams.y, FSInput_mirrorNormal);
  54. #endif
  55. #if CC_SURFACES_LIGHTING_TT
  56. vec4 ttParams = SurfacesFragmentModifyTTParams();
  57. surfaceData.ttScatterCoef = ttParams.x;
  58. surfaceData.ttIntensity = ttParams.w;
  59. surfaceData.baseColorTT = SurfacesFragmentModifyTTColor(surfaceData.baseColor.rgb);
  60. #endif
  61. #if CC_SURFACES_LIGHTING_DUAL_LOBE_SPECULAR
  62. // skip in shader graph, need extra code
  63. vec4 dualLobeParams = SurfacesFragmentModifyDualLobeSpecularParams(surfaceData.roughness);
  64. surfaceData.roughness2ndSpecular = saturate(dualLobeParams.x);
  65. surfaceData.metallic2ndSpecular = surfaceData.metallic;
  66. surfaceData.intensity2ndSpecular = dualLobeParams.w;
  67. surfaceData.baseColor2ndSpecular = surfaceData.baseColor.rgb;
  68. surfaceData.color2ndSpecular = vec3(1.0); // no extra coloration
  69. surfaceData.worldNormal2ndSpecular = surfaceData.worldNormal;
  70. surfaceData.worldTangent2ndSpecular = surfaceData.worldTangent;
  71. surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
  72. surfaceData.ior2ndSpecular = surfaceData.ior;
  73. surfaceData.opacity2ndSpecular = 1.0; // unused
  74. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  75. surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
  76. #endif
  77. #endif
  78. #if CC_SURFACES_LIGHTING_SHEEN
  79. // skip in shader graph, need extra code
  80. vec4 sheenParams = SurfacesFragmentModifySheenParams();
  81. surfaceData.roughness2ndSpecular = saturate(sheenParams.x);
  82. surfaceData.intensity2ndSpecular = sheenParams.y * sheenParams.w;
  83. surfaceData.metallic2ndSpecular = 1.0;
  84. surfaceData.baseColor2ndSpecular = SurfacesFragmentModifySheenColor();
  85. surfaceData.color2ndSpecular = vec3(1.0); // no extra coloration
  86. surfaceData.worldNormal2ndSpecular = surfaceData.worldNormal;
  87. surfaceData.worldTangent2ndSpecular = surfaceData.worldTangent;
  88. surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
  89. surfaceData.ior2ndSpecular = surfaceData.ior; //unused
  90. surfaceData.opacity2ndSpecular = 1.0; // unused
  91. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  92. surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
  93. #endif
  94. #endif
  95. #if CC_SURFACES_LIGHTING_CLEAR_COAT
  96. // skip in shader graph, need extra code
  97. vec4 clearCoatParams = SurfacesFragmentModifyClearCoatParams();
  98. surfaceData.roughness2ndSpecular = clearCoatParams.x;
  99. surfaceData.metallic2ndSpecular = 0.0;
  100. surfaceData.ior2ndSpecular = clearCoatParams.y;
  101. surfaceData.opacity2ndSpecular = clearCoatParams.z;
  102. surfaceData.intensity2ndSpecular = clearCoatParams.w;
  103. surfaceData.baseColor2ndSpecular = vec3(1.0); // specular color use specified coat color only
  104. surfaceData.color2ndSpecular = SurfacesFragmentModifyClearCoatColor();
  105. surfaceData.worldNormal2ndSpecular = SurfacesFragmentModifyClearCoatWorldNormal();
  106. surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
  107. surfaceData.worldTangent2ndSpecular = CalculateTangent(surfaceData.worldNormal2ndSpecular, surfaceData.worldBinormal2ndSpecular);
  108. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  109. surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
  110. // float anisoRotation = xxx; RotateNormalAndBinormal(surfaceData.worldBinormal2ndSpecular, surfaceData.worldNormal2ndSpecular, surfaceData.worldTangent2ndSpecular, anisoRotation, FSInput_mirrorNormal);
  111. #endif
  112. #endif
  113. #if CC_SURFACES_LIGHTING_SSS
  114. surfaceData.sssParams = SurfacesFragmentModifySSSParams();
  115. #endif
  116. SurfacesFragmentModifySharedData(surfaceData);
  117. #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC
  118. if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP) {
  119. surfaceData.worldNormal = normalize(FSInput_worldNormal);
  120. surfaceData.worldTangent = normalize(FSInput_worldTangent);
  121. }
  122. #endif
  123. #if CC_USE_DEBUG_VIEW
  124. if (!IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO)
  125. {
  126. surfaceData.baseColor.rgb = vec3(1.0);
  127. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  128. surfaceData.baseColor2ndSpecular.rgb = vec3(1.0);
  129. #endif
  130. #if CC_SURFACES_LIGHTING_TT
  131. surfaceData.baseColorTT.rgb = vec3(1.0);
  132. #endif
  133. }
  134. #endif
  135. }
  136. // Intrinsic function, make connection of material data and lighting data
  137. vec3 CCSurfacesGetDiffuseColor(in SurfacesMaterialData surfaceData)
  138. {
  139. return surfaceData.baseColor.rgb * (1.0 - surfaceData.metallic);
  140. }
  141. vec3 CCSurfacesGetSpecularColor(in SurfacesMaterialData surfaceData)
  142. {
  143. float F0 = surfaceData.specularIntensity * 0.08;
  144. return mix(vec3(F0), surfaceData.baseColor.rgb, surfaceData.metallic);
  145. }
  146. // Diffuse/Specular Color with BRDF lighting preparation
  147. void CCSurfacesLightingInitializeColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
  148. {
  149. diffuseColorWithLighting = CCSurfacesGetDiffuseColor(surfaceData);
  150. specularColorWithLighting = CCSurfacesGetSpecularColor(surfaceData).xyz;
  151. // (Intergrated) GF/4Pi use approximate value for both direct lighting and environment lighting
  152. // accuracy value can be calculated in LightingCalculateDirect/Environment instead of IntegratedGFApprox
  153. // specularColorWithEnvLighting = IntegratedGFApprox(specularColorWithLighting, surfaceData.roughness, lightingData.NoVAbsSat);
  154. }
  155. // Update two colors with BRDF which depend on lights (optional)
  156. void CCSurfacesLightingCalculateColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
  157. {
  158. }
  159. // Copy material data to lighting data
  160. // such as tangent data for anisotropic materials
  161. void CCSurfacesInitializeLightingIntermediateData(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData)
  162. {
  163. vec3 worldPos;
  164. HIGHP_VALUE_FROM_STRUCT_DEFINED(worldPos, surfaceData.worldPos);
  165. CCSurfacesLightingGetIntermediateData_PerPixel(lightingData, surfaceData.worldNormal, worldPos, surfaceData.worldTangent, surfaceData.worldBinormal
  166. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  167. , surfaceData.anisotropyShape
  168. #endif
  169. );
  170. lightingData.specularParam = surfaceData.roughness;
  171. lightingData.ior = surfaceData.ior;
  172. lightingData.layerOpacity = surfaceData.baseColor.a;
  173. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR || CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  174. lightingData.transmitScatteringParams = surfaceData.transmitScatteringParams;
  175. lightingData.inScatteringColor = surfaceData.inScatteringColor;
  176. lightingData.outScatteringColor = surfaceData.outScatteringColor;
  177. #endif
  178. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  179. lightingData.transmitDiffuseParams = surfaceData.transmitDiffuseParams;
  180. #endif
  181. #if CC_SURFACES_LIGHTING_TT
  182. lightingData.baseColorTT = surfaceData.baseColorTT;
  183. lightingData.ttIntensity = surfaceData.ttIntensity;
  184. lightingData.ttScatterCoef = surfaceData.ttScatterCoef;
  185. #endif
  186. }
  187. void CCSurfacesLightingCalculateIntermediateData_PerLight(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData, vec3 lightDirWithDist)
  188. {
  189. CCSurfacesLightingGetIntermediateData_PerLight(lightingData, lightDirWithDist);
  190. }
  191. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  192. // pass original lightingData, get TD lightingData
  193. void CCSurfacesGetLightingIntermediateDataTransmitDiffuse(inout LightingIntermediateData lightingDataTD, in LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData)
  194. {
  195. lightingDataTD = lightingData;
  196. // view-depenedent mode make sure normal always back from view direction
  197. // (-N) + (-V) for smoother result
  198. // ignore normalMap for 3S simulation
  199. lightingDataTD.N = lightingData.transmitScatteringParams.z > 0.0 ? -FSInput_worldNormal : -(normalize(FSInput_worldNormal)+lightingData.V);
  200. lightingDataTD.N = normalize(lightingDataTD.N);
  201. }
  202. #endif
  203. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  204. // pass original surfaceData, get surfaceData for 2nd specular
  205. void CCSurfacesGetSurfacesMaterialData2ndSpecular(inout SurfacesMaterialData surfaceData2ndSpecular, in SurfacesMaterialData surfaceData)
  206. {
  207. surfaceData2ndSpecular = surfaceData;
  208. surfaceData2ndSpecular.baseColor = vec4(surfaceData.baseColor2ndSpecular, surfaceData.opacity2ndSpecular);
  209. surfaceData2ndSpecular.roughness = surfaceData.roughness2ndSpecular;
  210. surfaceData2ndSpecular.metallic = surfaceData.metallic2ndSpecular;
  211. surfaceData2ndSpecular.worldNormal = surfaceData.worldNormal2ndSpecular;
  212. surfaceData2ndSpecular.worldTangent = surfaceData.worldTangent2ndSpecular;
  213. surfaceData2ndSpecular.worldBinormal = surfaceData.worldBinormal2ndSpecular;
  214. surfaceData2ndSpecular.ior = surfaceData.ior2ndSpecular;
  215. #if CC_SURFACES_LIGHTING_ANISOTROPIC
  216. surfaceData2ndSpecular.anisotropyShape = surfaceData.anisotropyShape2ndSpecular;
  217. #endif
  218. }
  219. #endif
  220. // Copy material data to lighting results for base pass
  221. void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult, in SurfacesMaterialData surfaceData)
  222. {
  223. lightingResult.ao = surfaceData.ao;
  224. lightingResult.emissive = surfaceData.emissive;
  225. lightingResult.directGF = vec3(1.0);
  226. #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
  227. lightingResult.directDiffuseSubLayers = lightingResult.directSpecularSubLayers = vec3(0.0);
  228. lightingResult.environmentDiffuseSubLayers = lightingResult.environmentSpecularSubLayers = vec3(0.0);
  229. #endif
  230. }
  231. // Init accumulated lighting results for additive pass
  232. void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult)
  233. {
  234. lightingResult.directDiffuse = lightingResult.directSpecular = vec3(0.0);
  235. lightingResult.directGF = vec3(1.0);
  236. #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
  237. lightingResult.directDiffuseSubLayers = lightingResult.directSpecularSubLayers = vec3(0.0);
  238. #endif
  239. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
  240. lightingResult.directTransmitSpecular = vec3(0.0);
  241. #endif
  242. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  243. lightingResult.directTransmitDiffuse = vec3(0.0);
  244. #endif
  245. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  246. lightingResult.direct2ndSpecular = vec3(0.0);
  247. #endif
  248. #if CC_SURFACES_LIGHTING_TT
  249. lightingResult.directTT = vec3(0.0);
  250. #endif
  251. }
  252. // Accumulated lighting results for additive pass only
  253. void CCSurfacesAccumulateLightingResult(inout LightingResult lightingResultAccumulated, in LightingResult lightingResult)
  254. {
  255. lightingResultAccumulated.directDiffuse += lightingResult.directDiffuse * lightingResult.shadow;
  256. lightingResultAccumulated.directSpecular += lightingResult.directSpecular * lightingResult.shadow * lightingResult.directGF * lightingResult.fresnel;
  257. #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
  258. lightingResultAccumulated.directDiffuseSubLayers += lightingResult.directDiffuseSubLayers * lightingResult.shadow;
  259. lightingResultAccumulated.directSpecularSubLayers += lightingResult.directSpecularSubLayers * lightingResult.shadow;
  260. #endif
  261. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
  262. lightingResultAccumulated.directTransmitSpecular += lightingResult.directTransmitSpecular * (vec3(1.0) - lightingResult.fresnel);
  263. #endif
  264. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  265. lightingResultAccumulated.directTransmitDiffuse += lightingResult.directTransmitDiffuse;
  266. #endif
  267. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  268. lightingResultAccumulated.direct2ndSpecular += lightingResult.direct2ndSpecular * lightingResult.shadow * lightingResult.directGF2ndSpecular * lightingResult.fresnel;
  269. #endif
  270. #if CC_SURFACES_LIGHTING_TT
  271. lightingResultAccumulated.directTT += lightingResult.directTT * lightingResult.shadow;
  272. lightingResultAccumulated.diffuseColorWithLightingTT = lightingResult.diffuseColorWithLightingTT;
  273. #endif
  274. }
  275. #if CC_PIPELINE_TYPE == CC_PIPELINE_TYPE_DEFERRED
  276. vec4 CCSurfacesDeferredOutputBaseColor(in SurfacesMaterialData surfaceData)
  277. {
  278. return surfaceData.baseColor;
  279. }
  280. vec4 CCSurfacesDeferredOutputNormalMR(in SurfacesMaterialData surfaceData)
  281. {
  282. return vec4(float32x3_to_oct(surfaceData.worldNormal), surfaceData.roughness, surfaceData.metallic);
  283. }
  284. vec4 CCSurfacesDeferredOutputEmissiveAO(in SurfacesMaterialData surfaceData)
  285. {
  286. return vec4(surfaceData.emissive, surfaceData.ao);
  287. }
  288. #endif
  289. // Shading
  290. vec4 CCSurfacesShading(in SurfacesMaterialData surfaceData, in LightingResult lightingResult)
  291. {
  292. vec4 color = vec4(0.0, 0.0, 0.0, surfaceData.baseColor.a);
  293. #if CC_FORWARD_ADD
  294. // shadow and fresnel has already been applied with common flow
  295. color.xyz += lightingResult.directDiffuse * lightingResult.diffuseColorWithLighting
  296. + lightingResult.directSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF
  297. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
  298. + lightingResult.directTransmitSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF
  299. #endif
  300. #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
  301. + lightingResult.directDiffuseSubLayers
  302. + lightingResult.directSpecularSubLayers
  303. #else
  304. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  305. + lightingResult.direct2ndSpecular * lightingResult.specularColorWithLighting2ndSpecular * surfaceData.color2ndSpecular * lightingResult.directGF2ndSpecular
  306. #endif
  307. #endif
  308. #if CC_SURFACES_LIGHTING_TT
  309. + lightingResult.directTT * lightingResult.diffuseColorWithLightingTT
  310. #endif
  311. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  312. + lightingResult.directTransmitDiffuse
  313. #endif
  314. ;
  315. #else
  316. vec3 fresnel = lightingResult.fresnel;
  317. vec3 invFresnel = vec3(1.0) - fresnel;
  318. color.xyz +=
  319. ( lightingResult.directDiffuse * lightingResult.diffuseColorWithLighting
  320. + lightingResult.directSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF * fresnel
  321. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
  322. + lightingResult.directTransmitSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF * invFresnel
  323. #endif
  324. #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
  325. + lightingResult.directDiffuseSubLayers
  326. + lightingResult.directSpecularSubLayers
  327. #else
  328. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  329. + lightingResult.direct2ndSpecular * lightingResult.specularColorWithLighting2ndSpecular * surfaceData.color2ndSpecular * lightingResult.directGF2ndSpecular
  330. #endif
  331. #endif
  332. #if CC_SURFACES_LIGHTING_TT
  333. + lightingResult.directTT * lightingResult.diffuseColorWithLightingTT
  334. #endif
  335. )
  336. * lightingResult.shadow
  337. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  338. + lightingResult.directTransmitDiffuse
  339. #endif
  340. ;
  341. #if CC_SURFACES_USE_LIGHT_MAP == LIGHT_MAP_TYPE_ALL_IN_ONE
  342. color.xyz += lightingResult.lightmapColor * lightingResult.diffuseColorWithLighting * lightingResult.shadow; //apply real-time shadows
  343. #elif CC_SURFACES_USE_LIGHT_MAP == LIGHT_MAP_TYPE_INDIRECT_OCCLUSION
  344. color.xyz += lightingResult.lightmapColor * lightingResult.diffuseColorWithLighting;
  345. #endif
  346. color.xyz +=
  347. ( lightingResult.environmentDiffuse * lightingResult.diffuseColorWithLighting
  348. + lightingResult.environmentSpecular * lightingResult.specularColorWithLighting * lightingResult.environmentGF * fresnel
  349. #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
  350. + lightingResult.environmentTransmitSpecular * lightingResult.specularColorWithLighting * lightingResult.environmentGF * invFresnel
  351. #endif
  352. #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
  353. + lightingResult.environmentDiffuseSubLayers
  354. + lightingResult.environmentSpecularSubLayers
  355. #else
  356. #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
  357. + lightingResult.environment2ndSpecular * lightingResult.specularColorWithLighting2ndSpecular * surfaceData.color2ndSpecular * lightingResult.environmentGF2ndSpecular
  358. #endif
  359. #endif
  360. )
  361. * lightingResult.ao
  362. #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
  363. + lightingResult.environmentTransmitDiffuse
  364. #endif
  365. ;
  366. color.xyz += lightingResult.emissive;
  367. #endif
  368. return color;
  369. }
  370. // Debug view
  371. #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_SINGLE
  372. bool CCSurfacesDebugViewSurfaceData(inout vec4 color, in SurfacesMaterialData surfaceData)
  373. {
  374. bool enableMaterialAlpha = true;
  375. vec4 black = vec4(0.0, 0.0, 0.0, 1.0);
  376. float scalar;
  377. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL))
  378. color = vec4(surfaceData.worldNormal * 0.5 + vec3(0.5), 1.0);
  379. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT))
  380. {
  381. #if CC_SURFACES_USE_TANGENT_SPACE
  382. color = vec4(surfaceData.worldTangent * 0.5 + vec3(0.5), 1.0);
  383. #else
  384. color = black;
  385. #endif
  386. }
  387. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL))
  388. {
  389. #if CC_SURFACES_USE_TANGENT_SPACE
  390. color = vec4(surfaceData.worldBinormal * 0.5 + vec3(0.5), 1.0);
  391. #else
  392. color = black;
  393. #endif
  394. }
  395. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_TRANSPARENCY)) {
  396. scalar = surfaceData.baseColor.a;
  397. color = vec4(scalar, scalar, scalar, 1.0);
  398. enableMaterialAlpha = false;
  399. }
  400. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_BASE_COLOR))
  401. color = vec4(LinearToSRGB(surfaceData.baseColor.rgb), 1.0);
  402. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR))
  403. color = vec4(LinearToSRGB(CCSurfacesGetDiffuseColor(surfaceData)), 1.0);
  404. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR))
  405. color = vec4(LinearToSRGB(CCSurfacesGetSpecularColor(surfaceData)), 1.0);
  406. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_ROUGHNESS)) {
  407. scalar = surfaceData.roughness;
  408. color = vec4(scalar, scalar, scalar, 1.0);
  409. }
  410. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_METALLIC)) {
  411. scalar = surfaceData.metallic;
  412. color = vec4(scalar, scalar, scalar, 1.0);
  413. }
  414. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY)) {
  415. scalar = surfaceData.specularIntensity;
  416. color = vec4(scalar, scalar, scalar, 1.0);
  417. }
  418. if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_IOR)) {
  419. scalar = surfaceData.ior - 1.0;
  420. color = vec4(scalar, scalar, scalar, 1.0);
  421. }
  422. return enableMaterialAlpha;
  423. }
  424. #endif
  425. // lighting flow module-function used by this material
  426. #include <lighting-models/lighting-flow/common-flow>