// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef THREE_TEXTURE_SPLAT_META_INCLUDED #define THREE_TEXTURE_SPLAT_META_INCLUDED // Functionality for Standard shader "meta" pass // (extracts albedo/emission for lightmapper etc.) // define meta pass before including other files; they have conditions // on that in some places #define UNITY_PASS_META 1 #include "UnityCG.cginc" #include "ThreeTextureSplatInput.cginc" #include "UnityMetaPass.cginc" #include "ThreeTextureSplatCore.cginc" struct v2f_meta { float4 uv : TEXCOORD0; float4 pos : SV_POSITION; #ifdef _VERTEXCOLORS float3 color : COLOR; #endif }; v2f_meta vert_meta (VertexInput v) { v2f_meta o; o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); o.uv = TexCoords(v); #ifdef _VERTEXCOLORS o.color = v.color; #endif return o; } // Albedo for lightmapping should basically be diffuse color. // But rough metals (black diffuse) still scatter quite a lot of light around, so // we want to take some of that into account too. half3 UnityLightmappingAlbedo (half3 diffuse, half3 specular, half smoothness) { half roughness = SmoothnessToRoughness(smoothness); half3 res = diffuse; res += specular * roughness * 0.5; return res; } float4 frag_meta (v2f_meta i) : SV_Target { // we're interested in diffuse & specular colors, // and surface roughness to produce final albedo. #ifdef _VERTEXCOLORS FragmentCommonData data = UNITY_SETUP_BRDF_INPUT (i.uv, i.color); #else FragmentCommonData data = UNITY_SETUP_BRDF_INPUT (i.uv); #endif UnityMetaInput o; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); #if defined(EDITOR_VISUALIZATION) o.Albedo = data.diffColor; #else o.Albedo = UnityLightmappingAlbedo (data.diffColor, data.specColor, data.smoothness); #endif o.SpecularColor = data.specColor; o.Emission = Emission(i.uv.xy); return UnityMetaFragment(o); } #endif // THREE_TEXTURE_SPLAT_META_INCLUDED