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- // Surface
- void CCSurfacesFragmentGetMaterialData(inout SurfacesMaterialData surfaceData)
- {
- HIGHP_VALUE_TO_STRUCT_DEFINED(FSInput_worldPos, surfaceData.worldPos);
- // common
- surfaceData.worldNormal = SurfacesFragmentModifyWorldNormal();
- surfaceData.emissive = SurfacesFragmentModifyEmissive();
- // toon
- SurfacesFragmentModifyBaseColorAndToonShade(surfaceData.baseColor, surfaceData.shade1, surfaceData.shade2);
- surfaceData.specular = SurfacesFragmentModifyToonSpecular();
- surfaceData.shadowCover = SurfacesFragmentModifyToonShadowCover();
- vec4 shaderParams = SurfacesFragmentModifyToonStepAndFeather();
- surfaceData.baseStep = shadeParams.x;
- surfaceData.baseFeather = shadeParams.y;
- surfaceData.shadeStep = shadeParams.z;
- surfaceData.shadeFeather = shadeParams.w;
- 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);
- #endif
- #if CC_USE_DEBUG_VIEW
- if (!IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO) {
- float brightBase = dot(GRAY_VECTOR, surfaceData.baseColor.rgb);
- float brightShade1 = dot(GRAY_VECTOR, surfaceData.shade1.rgb);
- float brightShade2 = dot(GRAY_VECTOR, surfaceData.shade2.rgb);
- surfaceData.baseColor.rgb = vec3(1.0);
- surfaceData.shade1.rgb = vec3(brightShade1 / brightBase);
- surfaceData.shade2.rgb = vec3(brightShade2 / brightBase);
- surfaceData.specular.rgb = vec3(1.0);
- }
- #endif
- }
- // Intrinsic function
- vec3 CCSurfacesGetDiffuseColor(in SurfacesMaterialData surfaceData)
- {
- return surfaceData.shade1;
- }
- vec3 CCSurfacesGetSpecularColor(in SurfacesMaterialData surfaceData)
- {
- return surfaceData.specular.xyz;
- }
- void CCSurfacesLightingInitializeColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
- {
- diffuseColorWithLighting = vec3(0.0);
- specularColorWithLighting = surfaceData.specular.xyz * surfaceData.baseStep;
- }
- void CCSurfacesLightingCalculateColorWithLighting(inout vec3 diffuseColorWithLighting, inout vec3 specularColorWithLighting, in SurfacesMaterialData surfaceData, in LightingIntermediateData lightingData)
- {
- float NL = 0.5 * lightingData.NoL + 0.5;
- vec3 diffuse = mix(surfaceData.shade1, surfaceData.shade2,
- clamp(1.0 + (surfaceData.shadeStep - surfaceData.shadeFeather - NL) / surfaceData.shadeFeather, 0.0, 1.0));
- diffuse = mix(surfaceData.baseColor.rgb, diffuse,
- clamp(1.0 + (surfaceData.baseStep - surfaceData.baseFeather - NL) / surfaceData.baseFeather, 0.0, 1.0));
- diffuseColorWithLighting = diffuse * surfaceData.baseStep;
- }
- // 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, vec3(0.0), vec3(0.0));
- lightingData.specularParam = surfaceData.specular.a;
- lightingData.ior = 1.0;
- }
- void CCSurfacesLightingCalculateIntermediateData_PerLight(inout LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData, vec3 lightDirWithDist)
- {
- CCSurfacesLightingGetIntermediateData_PerLight(lightingData, lightDirWithDist);
- }
- // Copy material data to lighting results for base pass
- void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult, in SurfacesMaterialData surfaceData)
- {
- lightingResult.emissive = surfaceData.emissive;
- }
- // Init accumulated lighting results for additive pass
- void CCSurfacesInitializeLightingResult(inout LightingResult lightingResult)
- {
- lightingResult.directDiffuse = lightingResult.directSpecular = vec3(0.0);
- }
- // Accumulated lighting results for additive pass
- void CCSurfacesAccumulateLightingResult(inout LightingResult lightingResultAccumulated, in LightingResult lightingResult)
- {
- lightingResultAccumulated.directDiffuse += lightingResult.directDiffuse * lightingResult.shadow;
- lightingResultAccumulated.directSpecular += lightingResult.directSpecular * lightingResult.shadow;
- }
- // Lighting
- #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), 0.5, 0.0);
- }
- vec4 CCSurfacesDeferredOutputEmissiveAO(in SurfacesMaterialData surfaceData)
- {
- return vec4(surfaceData.emissive, 1.0);
- }
- #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
- color.xyz += lightingResult.directDiffuse * lightingResult.diffuseColorWithLighting;
- color.xyz += lightingResult.directSpecular * lightingResult.specularColorWithLighting;
- #else
- float lightmapCoef = 0.0;
- #if CC_SURFACES_USE_LEGACY_COMPATIBLE_LIGHTING
- color.xyz += (
- mix(lightingResult.directDiffuse, lightingResult.lightmapColor, lightmapCoef) * lightingResult.diffuseColorWithLighting
- + lightingResult.directSpecular * lightingResult.specularColorWithLighting)
- * lightingResult.shadow
- ;
- #else
- // shadowed area equals to back lighting area
- LightingIntermediateData lightingData;
- lightingData.NoL = -1.0;
- vec3 backLightingDiffuse, backLightingSpecular;
- CCSurfacesLightingInitializeColorWithLighting(backLightingDiffuse, backLightingSpecular, surfaceData, lightingData);
- CCSurfacesLightingCalculateColorWithLighting(backLightingDiffuse, backLightingSpecular, surfaceData, lightingData);
- color.xyz +=
- mix(lightingResult.directDiffuse, lightingResult.lightmapColor, lightmapCoef) * mix(backLightingDiffuse, lightingResult.diffuseColorWithLighting, lightingResult.shadow)
- + lightingResult.directSpecular * lightingResult.specularColorWithLighting * lightingResult.shadow
- ;
- #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;
- 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))
- color = vec4(0.0, 0.0, 0.0, 1.0);
- if (IS_DEBUG_VIEW_SINGLE_MODE(CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL))
- color = vec4(0.0, 0.0, 0.0, 1.0);
- 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_SPECULAR_INTENSITY))
- {
- scalar = surfaceData.specular.a;
- 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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