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- #include <common/lighting/brdf>
- // Surface
- void CCSurfacesFragmentGetMaterialData(inout SurfacesMaterialData surfaceData)
- {
- HIGHP_VALUE_TO_STRUCT_DEFINED(FSInput_worldPos, surfaceData.worldPos);
- surfaceData.baseColor = SurfacesFragmentModifyBaseColorAndTransparency();
- surfaceData.worldNormal = SurfacesFragmentModifyWorldNormal();
- SurfacesFragmentModifyWorldTangentAndBinormal(surfaceData.worldTangent, surfaceData.worldBinormal, surfaceData.worldNormal);
- surfaceData.ior = SurfacesFragmentModifyIOR();
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- float isRotation;
- vec4 anisotropyParams = SurfacesFragmentModifyAnisotropyParams(isRotation);
- surfaceData.anisotropyShape = anisotropyParams.x;
- if (isRotation > 0.0) {
- RotateTangentAndBinormal(surfaceData.worldTangent, surfaceData.worldBinormal, surfaceData.worldNormal, anisotropyParams.y);
- } else {
- vec3 anisoDirTS = anisotropyParams.yzw;
- vec3 tangentWS = anisoDirTS.x * surfaceData.worldTangent + anisoDirTS.y * surfaceData.worldBinormal + anisoDirTS.z * surfaceData.worldNormal;
- surfaceData.worldTangent = normalize(tangentWS);
- surfaceData.worldBinormal = cross(surfaceData.worldNormal, tangentWS);
- }
- #endif
- surfaceData.emissive = SurfacesFragmentModifyEmissive();
- vec4 pbr = SurfacesFragmentModifyPBRParams();
- surfaceData.ao = pbr.x;
- surfaceData.roughness = pbr.y;
- surfaceData.metallic = pbr.z;
- surfaceData.specularIntensity = pbr.w;
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR || CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- surfaceData.transmitScatteringParams = SurfacesFragmentModifyTransmitScatteringParams();
- surfaceData.inScatteringColor = SurfacesFragmentModifyTransmitInScatteringColor();
- surfaceData.outScatteringColor = SurfacesFragmentModifyTransmitOutScatteringColor();
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- surfaceData.transmitDiffuseParams = SurfacesFragmentModifyTransmitDiffuseParams();
- #endif
- #if CC_SURFACES_LIGHTING_TRT
- // skip in shader graph, need extra code
- vec4 trtParams = SurfacesFragmentModifyTRTParams();
- surfaceData.roughness2ndSpecular = saturate(surfaceData.roughness + trtParams.x);
- surfaceData.metallic2ndSpecular = surfaceData.metallic;
- surfaceData.intensity2ndSpecular = trtParams.w;
- surfaceData.baseColor2ndSpecular = vec3(1.0); // specular color use specified trt color only
- surfaceData.color2ndSpecular = SurfacesFragmentModifyTRTColor();
- surfaceData.worldNormal2ndSpecular = surfaceData.worldNormal;
- surfaceData.worldTangent2ndSpecular = surfaceData.worldTangent;
- surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
- surfaceData.ior2ndSpecular = surfaceData.ior; //unused
- surfaceData.opacity2ndSpecular = 1.0; // unused
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
- #endif
- RotateNormalAndBinormal(surfaceData.worldBinormal2ndSpecular, surfaceData.worldNormal2ndSpecular, surfaceData.worldTangent2ndSpecular, trtParams.y, FSInput_mirrorNormal);
- #endif
- #if CC_SURFACES_LIGHTING_TT
- vec4 ttParams = SurfacesFragmentModifyTTParams();
- surfaceData.ttScatterCoef = ttParams.x;
- surfaceData.ttIntensity = ttParams.w;
- surfaceData.baseColorTT = SurfacesFragmentModifyTTColor(surfaceData.baseColor.rgb);
- #endif
- #if CC_SURFACES_LIGHTING_DUAL_LOBE_SPECULAR
- // skip in shader graph, need extra code
- vec4 dualLobeParams = SurfacesFragmentModifyDualLobeSpecularParams(surfaceData.roughness);
- surfaceData.roughness2ndSpecular = saturate(dualLobeParams.x);
- surfaceData.metallic2ndSpecular = surfaceData.metallic;
- surfaceData.intensity2ndSpecular = dualLobeParams.w;
- surfaceData.baseColor2ndSpecular = surfaceData.baseColor.rgb;
- surfaceData.color2ndSpecular = vec3(1.0); // no extra coloration
- surfaceData.worldNormal2ndSpecular = surfaceData.worldNormal;
- surfaceData.worldTangent2ndSpecular = surfaceData.worldTangent;
- surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
- surfaceData.ior2ndSpecular = surfaceData.ior;
- surfaceData.opacity2ndSpecular = 1.0; // unused
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
- #endif
- #endif
- #if CC_SURFACES_LIGHTING_SHEEN
- // skip in shader graph, need extra code
- vec4 sheenParams = SurfacesFragmentModifySheenParams();
- surfaceData.roughness2ndSpecular = saturate(sheenParams.x);
- surfaceData.intensity2ndSpecular = sheenParams.y * sheenParams.w;
- surfaceData.metallic2ndSpecular = 1.0;
- surfaceData.baseColor2ndSpecular = SurfacesFragmentModifySheenColor();
- surfaceData.color2ndSpecular = vec3(1.0); // no extra coloration
- surfaceData.worldNormal2ndSpecular = surfaceData.worldNormal;
- surfaceData.worldTangent2ndSpecular = surfaceData.worldTangent;
- surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
- surfaceData.ior2ndSpecular = surfaceData.ior; //unused
- surfaceData.opacity2ndSpecular = 1.0; // unused
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
- #endif
- #endif
- #if CC_SURFACES_LIGHTING_CLEAR_COAT
- // skip in shader graph, need extra code
- vec4 clearCoatParams = SurfacesFragmentModifyClearCoatParams();
- surfaceData.roughness2ndSpecular = clearCoatParams.x;
- surfaceData.metallic2ndSpecular = 0.0;
- surfaceData.ior2ndSpecular = clearCoatParams.y;
- surfaceData.opacity2ndSpecular = clearCoatParams.z;
- surfaceData.intensity2ndSpecular = clearCoatParams.w;
- surfaceData.baseColor2ndSpecular = vec3(1.0); // specular color use specified coat color only
- surfaceData.color2ndSpecular = SurfacesFragmentModifyClearCoatColor();
- surfaceData.worldNormal2ndSpecular = SurfacesFragmentModifyClearCoatWorldNormal();
- surfaceData.worldBinormal2ndSpecular = surfaceData.worldBinormal;
- surfaceData.worldTangent2ndSpecular = CalculateTangent(surfaceData.worldNormal2ndSpecular, surfaceData.worldBinormal2ndSpecular);
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- surfaceData.anisotropyShape2ndSpecular = surfaceData.anisotropyShape;
- // float anisoRotation = xxx; RotateNormalAndBinormal(surfaceData.worldBinormal2ndSpecular, surfaceData.worldNormal2ndSpecular, surfaceData.worldTangent2ndSpecular, anisoRotation, FSInput_mirrorNormal);
- #endif
- #endif
- #if CC_SURFACES_LIGHTING_SSS
- surfaceData.sssParams = SurfacesFragmentModifySSSParams();
- #endif
- SurfacesFragmentModifySharedData(surfaceData);
- #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC
- if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP) {
- surfaceData.worldNormal = normalize(FSInput_worldNormal);
- surfaceData.worldTangent = normalize(FSInput_worldTangent);
- }
- #endif
- #if CC_USE_DEBUG_VIEW
- if (!IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO)
- {
- surfaceData.baseColor.rgb = vec3(1.0);
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- surfaceData.baseColor2ndSpecular.rgb = vec3(1.0);
- #endif
- #if CC_SURFACES_LIGHTING_TT
- surfaceData.baseColorTT.rgb = vec3(1.0);
- #endif
- }
- #endif
- }
- // Intrinsic function, make connection of material data and lighting data
- vec3 CCSurfacesGetDiffuseColor(in SurfacesMaterialData surfaceData)
- {
- return surfaceData.baseColor.rgb * (1.0 - surfaceData.metallic);
- }
- vec3 CCSurfacesGetSpecularColor(in SurfacesMaterialData surfaceData)
- {
- float F0 = surfaceData.specularIntensity * 0.08;
- return mix(vec3(F0), surfaceData.baseColor.rgb, surfaceData.metallic);
- }
- // Diffuse/Specular Color with BRDF lighting preparation
- void CCSurfacesLightingInitializeColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
- {
- diffuseColorWithLighting = CCSurfacesGetDiffuseColor(surfaceData);
- specularColorWithLighting = CCSurfacesGetSpecularColor(surfaceData).xyz;
- // (Intergrated) GF/4Pi use approximate value for both direct lighting and environment lighting
- // accuracy value can be calculated in LightingCalculateDirect/Environment instead of IntegratedGFApprox
- // specularColorWithEnvLighting = IntegratedGFApprox(specularColorWithLighting, surfaceData.roughness, lightingData.NoVAbsSat);
- }
- // Update two colors with BRDF which depend on lights (optional)
- void CCSurfacesLightingCalculateColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
- {
- }
- // Copy material data to lighting data
- // such as tangent data for anisotropic materials
- void CCSurfacesInitializeLightingIntermediateData(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData)
- {
- vec3 worldPos;
- HIGHP_VALUE_FROM_STRUCT_DEFINED(worldPos, surfaceData.worldPos);
- CCSurfacesLightingGetIntermediateData_PerPixel(lightingData, surfaceData.worldNormal, worldPos, surfaceData.worldTangent, surfaceData.worldBinormal
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- , surfaceData.anisotropyShape
- #endif
- );
- lightingData.specularParam = surfaceData.roughness;
- lightingData.ior = surfaceData.ior;
- lightingData.layerOpacity = surfaceData.baseColor.a;
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR || CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- lightingData.transmitScatteringParams = surfaceData.transmitScatteringParams;
- lightingData.inScatteringColor = surfaceData.inScatteringColor;
- lightingData.outScatteringColor = surfaceData.outScatteringColor;
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- lightingData.transmitDiffuseParams = surfaceData.transmitDiffuseParams;
- #endif
- #if CC_SURFACES_LIGHTING_TT
- lightingData.baseColorTT = surfaceData.baseColorTT;
- lightingData.ttIntensity = surfaceData.ttIntensity;
- lightingData.ttScatterCoef = surfaceData.ttScatterCoef;
- #endif
- }
- void CCSurfacesLightingCalculateIntermediateData_PerLight(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData, vec3 lightDirWithDist)
- {
- CCSurfacesLightingGetIntermediateData_PerLight(lightingData, lightDirWithDist);
- }
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- // pass original lightingData, get TD lightingData
- void CCSurfacesGetLightingIntermediateDataTransmitDiffuse(inout LightingIntermediateData lightingDataTD, in LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData)
- {
- lightingDataTD = lightingData;
- // view-depenedent mode make sure normal always back from view direction
- // (-N) + (-V) for smoother result
- // ignore normalMap for 3S simulation
- lightingDataTD.N = lightingData.transmitScatteringParams.z > 0.0 ? -FSInput_worldNormal : -(normalize(FSInput_worldNormal)+lightingData.V);
- lightingDataTD.N = normalize(lightingDataTD.N);
- }
- #endif
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- // pass original surfaceData, get surfaceData for 2nd specular
- void CCSurfacesGetSurfacesMaterialData2ndSpecular(inout SurfacesMaterialData surfaceData2ndSpecular, in SurfacesMaterialData surfaceData)
- {
- surfaceData2ndSpecular = surfaceData;
- surfaceData2ndSpecular.baseColor = vec4(surfaceData.baseColor2ndSpecular, surfaceData.opacity2ndSpecular);
- surfaceData2ndSpecular.roughness = surfaceData.roughness2ndSpecular;
- surfaceData2ndSpecular.metallic = surfaceData.metallic2ndSpecular;
- surfaceData2ndSpecular.worldNormal = surfaceData.worldNormal2ndSpecular;
- surfaceData2ndSpecular.worldTangent = surfaceData.worldTangent2ndSpecular;
- surfaceData2ndSpecular.worldBinormal = surfaceData.worldBinormal2ndSpecular;
- surfaceData2ndSpecular.ior = surfaceData.ior2ndSpecular;
- #if CC_SURFACES_LIGHTING_ANISOTROPIC
- surfaceData2ndSpecular.anisotropyShape = surfaceData.anisotropyShape2ndSpecular;
- #endif
- }
- #endif
- // Copy material data to lighting results for base pass
- void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult, in SurfacesMaterialData surfaceData)
- {
- lightingResult.ao = surfaceData.ao;
- lightingResult.emissive = surfaceData.emissive;
- lightingResult.directGF = vec3(1.0);
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- lightingResult.directDiffuseSubLayers = lightingResult.directSpecularSubLayers = vec3(0.0);
- lightingResult.environmentDiffuseSubLayers = lightingResult.environmentSpecularSubLayers = vec3(0.0);
- #endif
- }
- // Init accumulated lighting results for additive pass
- void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult)
- {
- lightingResult.directDiffuse = lightingResult.directSpecular = vec3(0.0);
- lightingResult.directGF = vec3(1.0);
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- lightingResult.directDiffuseSubLayers = lightingResult.directSpecularSubLayers = vec3(0.0);
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
- lightingResult.directTransmitSpecular = vec3(0.0);
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- lightingResult.directTransmitDiffuse = vec3(0.0);
- #endif
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- lightingResult.direct2ndSpecular = vec3(0.0);
- #endif
- #if CC_SURFACES_LIGHTING_TT
- lightingResult.directTT = vec3(0.0);
- #endif
- }
- // Accumulated lighting results for additive pass only
- void CCSurfacesAccumulateLightingResult(inout LightingResult lightingResultAccumulated, in LightingResult lightingResult)
- {
- lightingResultAccumulated.directDiffuse += lightingResult.directDiffuse * lightingResult.shadow;
- lightingResultAccumulated.directSpecular += lightingResult.directSpecular * lightingResult.shadow * lightingResult.directGF * lightingResult.fresnel;
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- lightingResultAccumulated.directDiffuseSubLayers += lightingResult.directDiffuseSubLayers * lightingResult.shadow;
- lightingResultAccumulated.directSpecularSubLayers += lightingResult.directSpecularSubLayers * lightingResult.shadow;
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
- lightingResultAccumulated.directTransmitSpecular += lightingResult.directTransmitSpecular * (vec3(1.0) - lightingResult.fresnel);
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- lightingResultAccumulated.directTransmitDiffuse += lightingResult.directTransmitDiffuse;
- #endif
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- lightingResultAccumulated.direct2ndSpecular += lightingResult.direct2ndSpecular * lightingResult.shadow * lightingResult.directGF2ndSpecular * lightingResult.fresnel;
- #endif
- #if CC_SURFACES_LIGHTING_TT
- lightingResultAccumulated.directTT += lightingResult.directTT * lightingResult.shadow;
- lightingResultAccumulated.diffuseColorWithLightingTT = lightingResult.diffuseColorWithLightingTT;
- #endif
- }
- #if CC_PIPELINE_TYPE == CC_PIPELINE_TYPE_DEFERRED
- vec4 CCSurfacesDeferredOutputBaseColor(in SurfacesMaterialData surfaceData)
- {
- return surfaceData.baseColor;
- }
- vec4 CCSurfacesDeferredOutputNormalMR(in SurfacesMaterialData surfaceData)
- {
- return vec4(float32x3_to_oct(surfaceData.worldNormal), surfaceData.roughness, surfaceData.metallic);
- }
- vec4 CCSurfacesDeferredOutputEmissiveAO(in SurfacesMaterialData surfaceData)
- {
- return vec4(surfaceData.emissive, surfaceData.ao);
- }
- #endif
- // Shading
- vec4 CCSurfacesShading(in SurfacesMaterialData surfaceData, in LightingResult lightingResult)
- {
- vec4 color = vec4(0.0, 0.0, 0.0, surfaceData.baseColor.a);
- #if CC_FORWARD_ADD
- // shadow and fresnel has already been applied with common flow
- color.xyz += lightingResult.directDiffuse * lightingResult.diffuseColorWithLighting
- + lightingResult.directSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
- + lightingResult.directTransmitSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF
- #endif
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- + lightingResult.directDiffuseSubLayers
- + lightingResult.directSpecularSubLayers
- #else
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- + lightingResult.direct2ndSpecular * lightingResult.specularColorWithLighting2ndSpecular * surfaceData.color2ndSpecular * lightingResult.directGF2ndSpecular
- #endif
- #endif
- #if CC_SURFACES_LIGHTING_TT
- + lightingResult.directTT * lightingResult.diffuseColorWithLightingTT
- #endif
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- + lightingResult.directTransmitDiffuse
- #endif
- ;
- #else
- vec3 fresnel = lightingResult.fresnel;
- vec3 invFresnel = vec3(1.0) - fresnel;
- color.xyz +=
- ( lightingResult.directDiffuse * lightingResult.diffuseColorWithLighting
- + lightingResult.directSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF * fresnel
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
- + lightingResult.directTransmitSpecular * lightingResult.specularColorWithLighting * lightingResult.directGF * invFresnel
- #endif
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- + lightingResult.directDiffuseSubLayers
- + lightingResult.directSpecularSubLayers
- #else
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- + lightingResult.direct2ndSpecular * lightingResult.specularColorWithLighting2ndSpecular * surfaceData.color2ndSpecular * lightingResult.directGF2ndSpecular
- #endif
- #endif
- #if CC_SURFACES_LIGHTING_TT
- + lightingResult.directTT * lightingResult.diffuseColorWithLightingTT
- #endif
- )
- * lightingResult.shadow
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- + lightingResult.directTransmitDiffuse
- #endif
- ;
- #if CC_SURFACES_USE_LIGHT_MAP == LIGHT_MAP_TYPE_ALL_IN_ONE
- color.xyz += lightingResult.lightmapColor * lightingResult.diffuseColorWithLighting * lightingResult.shadow; //apply real-time shadows
- #elif CC_SURFACES_USE_LIGHT_MAP == LIGHT_MAP_TYPE_INDIRECT_OCCLUSION
- color.xyz += lightingResult.lightmapColor * lightingResult.diffuseColorWithLighting;
- #endif
- color.xyz +=
- ( lightingResult.environmentDiffuse * lightingResult.diffuseColorWithLighting
- + lightingResult.environmentSpecular * lightingResult.specularColorWithLighting * lightingResult.environmentGF * fresnel
- #if CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR
- + lightingResult.environmentTransmitSpecular * lightingResult.specularColorWithLighting * lightingResult.environmentGF * invFresnel
- #endif
- #if CC_SURFACES_LIGHTING_USE_MULTIPLE_LAYER_BLEND
- + lightingResult.environmentDiffuseSubLayers
- + lightingResult.environmentSpecularSubLayers
- #else
- #if CC_SURFACES_LIGHTING_2ND_LAYER_SPECULAR
- + lightingResult.environment2ndSpecular * lightingResult.specularColorWithLighting2ndSpecular * surfaceData.color2ndSpecular * lightingResult.environmentGF2ndSpecular
- #endif
- #endif
- )
- * lightingResult.ao
- #if CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE
- + lightingResult.environmentTransmitDiffuse
- #endif
- ;
- color.xyz += lightingResult.emissive;
- #endif
- return color;
- }
- // Debug view
- #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_SINGLE
- bool CCSurfacesDebugViewSurfaceData(inout vec4 color, in SurfacesMaterialData surfaceData)
- {
- bool enableMaterialAlpha = true;
- vec4 black = vec4(0.0, 0.0, 0.0, 1.0);
- float scalar;
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL))
- color = vec4(surfaceData.worldNormal * 0.5 + vec3(0.5), 1.0);
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT))
- {
- #if CC_SURFACES_USE_TANGENT_SPACE
- color = vec4(surfaceData.worldTangent * 0.5 + vec3(0.5), 1.0);
- #else
- color = black;
- #endif
- }
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL))
- {
- #if CC_SURFACES_USE_TANGENT_SPACE
- color = vec4(surfaceData.worldBinormal * 0.5 + vec3(0.5), 1.0);
- #else
- color = black;
- #endif
- }
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_TRANSPARENCY)) {
- scalar = surfaceData.baseColor.a;
- color = vec4(scalar, scalar, scalar, 1.0);
- enableMaterialAlpha = false;
- }
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_BASE_COLOR))
- color = vec4(LinearToSRGB(surfaceData.baseColor.rgb), 1.0);
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR))
- color = vec4(LinearToSRGB(CCSurfacesGetDiffuseColor(surfaceData)), 1.0);
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR))
- color = vec4(LinearToSRGB(CCSurfacesGetSpecularColor(surfaceData)), 1.0);
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_ROUGHNESS)) {
- scalar = surfaceData.roughness;
- color = vec4(scalar, scalar, scalar, 1.0);
- }
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_METALLIC)) {
- scalar = surfaceData.metallic;
- color = vec4(scalar, scalar, scalar, 1.0);
- }
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY)) {
- scalar = surfaceData.specularIntensity;
- color = vec4(scalar, scalar, scalar, 1.0);
- }
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_IOR)) {
- scalar = surfaceData.ior - 1.0;
- color = vec4(scalar, scalar, scalar, 1.0);
- }
- return enableMaterialAlpha;
- }
- #endif
- // lighting flow module-function used by this material
- #include <lighting-models/lighting-flow/common-flow>
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