Files
KopMap/Assets/NatureManufacture Assets/WorldStreamer/Shaders/TerrainLit_SplatmapNM.hlsl
2025-09-02 18:55:19 +08:00

270 lines
13 KiB
HLSL

TEXTURE2D(_Control0);
#define DECLARE_TERRAIN_LAYER_TEXS(n) \
TEXTURE2D(_Splat##n); \
TEXTURE2D(_Normal##n); \
TEXTURE2D(_Mask##n)
DECLARE_TERRAIN_LAYER_TEXS(0);
DECLARE_TERRAIN_LAYER_TEXS(1);
DECLARE_TERRAIN_LAYER_TEXS(2);
DECLARE_TERRAIN_LAYER_TEXS(3);
#ifdef _TERRAIN_8_LAYERS
DECLARE_TERRAIN_LAYER_TEXS(4);
DECLARE_TERRAIN_LAYER_TEXS(5);
DECLARE_TERRAIN_LAYER_TEXS(6);
DECLARE_TERRAIN_LAYER_TEXS(7);
TEXTURE2D(_Control1);
#endif
#undef DECLARE_TERRAIN_LAYER_TEXS
SAMPLER(sampler_Splat0);
SAMPLER(sampler_Control0);
float GetSumHeight(float4 heights0, float4 heights1)
{
float sumHeight = heights0.x;
sumHeight += heights0.y;
sumHeight += heights0.z;
sumHeight += heights0.w;
#ifdef _TERRAIN_8_LAYERS
sumHeight += heights1.x;
sumHeight += heights1.y;
sumHeight += heights1.z;
sumHeight += heights1.w;
#endif
return sumHeight;
}
float3 SampleNormalGrad(TEXTURE2D_PARAM( textureName, samplerName),
float2 uv, float2 dxuv, float2 dyuv, float scale)
{
float4 nrm = SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, uv, dxuv, dyuv);
#ifdef SURFACE_GRADIENT
#ifdef UNITY_NO_DXT5nm
return float3(UnpackDerivativeNormalRGB(nrm, scale), 0);
#else
return float3(UnpackDerivativeNormalRGorAG(nrm, scale), 0);
#endif
#else
#ifdef UNITY_NO_DXT5nm
return UnpackNormalRGB(nrm, scale);
#else
return UnpackNormalmapRGorAG(nrm, scale);
#endif
#endif
}
float4 RemapMasks(float4 masks, float blendMask, float4 remapOffset, float4 remapScale)
{
float4 ret = masks;
ret.b *= blendMask; // height needs to be weighted before remapping
ret = ret * remapScale + remapOffset;
return ret;
}
#ifdef OVERRIDE_SPLAT_SAMPLER_NAME
#define sampler_Splat0 OVERRIDE_SPLAT_SAMPLER_NAME
SAMPLER(OVERRIDE_SPLAT_SAMPLER_NAME);
#endif
void TerrainSplatBlend(float2 controlUV, float2 splatBaseUV, inout TerrainLitSurfaceData surfaceData)
{
// TODO: triplanar
// TODO: POM
float4 albedo[_LAYER_COUNT];
float3 normal[_LAYER_COUNT];
float4 masks[_LAYER_COUNT];
#ifdef _NORMALMAP
#define SampleNormal(i) SampleNormalGrad(_Normal##i, sampler_Splat0, splatuv, splatdxuv, splatdyuv, _NormalScale##i)
#else
#define SampleNormal(i) float3(0, 0, 0)
#endif
#define DefaultMask(i) float4(_Metallic##i, _MaskMapRemapOffset##i.y + _MaskMapRemapScale##i.y, _MaskMapRemapOffset##i.z + 0.5 * _MaskMapRemapScale##i.z, albedo[i].a * _Smoothness##i)
#ifdef _MASKMAP
#define MaskModeMasks(i, blendMask) RemapMasks(SAMPLE_TEXTURE2D_GRAD(_Mask##i, sampler_Splat0, splatuv, splatdxuv, splatdyuv), blendMask, _MaskMapRemapOffset##i, _MaskMapRemapScale##i)
#define SampleMasks(i, blendMask) lerp(DefaultMask(i), MaskModeMasks(i, blendMask), _LayerHasMask##i)
#define NullMask(i) float4(0, 1, _MaskMapRemapOffset##i.z, 0) // only height matters when weight is zero.
#else
#define SampleMasks(i, blendMask) DefaultMask(i)
#define NullMask(i) float4(0, 1, 0, 0)
#endif
#define SampleResults(i, mask) \
UNITY_BRANCH if (mask > 0) \
{ \
float2 splatuv = splatBaseUV * _Splat##i##_ST.xy + _Splat##i##_ST.zw; \
float2 splatdxuv = dxuv * _Splat##i##_ST.x; \
float2 splatdyuv = dyuv * _Splat##i##_ST.y; \
albedo[i] = SAMPLE_TEXTURE2D_GRAD(_Splat##i, sampler_Splat0, splatuv, splatdxuv, splatdyuv); \
albedo[i].rgb *= _DiffuseRemapScale##i.xyz; \
normal[i] = SampleNormal(i); \
masks[i] = SampleMasks(i, mask); \
} \
else \
{ \
albedo[i] = float4(0, 0, 0, 0); \
normal[i] = float3(0, 0, 0); \
masks[i] = NullMask(i); \
}
float2 dxuv = ddx(splatBaseUV);
float2 dyuv = ddy(splatBaseUV);
float2 blendUV0 = (controlUV.xy * (_Control0_TexelSize.zw - 1.0f) + 0.5f) * _Control0_TexelSize.xy;
float4 blendMasks0 = SAMPLE_TEXTURE2D(_Control0, sampler_Control0, blendUV0);
#ifdef _TERRAIN_8_LAYERS
float2 blendUV1 = (controlUV.xy * (_Control1_TexelSize.zw - 1.0f) + 0.5f) * _Control1_TexelSize.xy;
float4 blendMasks1 = SAMPLE_TEXTURE2D(_Control1, sampler_Control0, blendUV1);
#else
float4 blendMasks1 = float4(0, 0, 0, 0);
#endif
SampleResults(0, blendMasks0.x);
SampleResults(1, blendMasks0.y);
SampleResults(2, blendMasks0.z);
SampleResults(3, blendMasks0.w);
#ifdef _TERRAIN_8_LAYERS
SampleResults(4, blendMasks1.x);
SampleResults(5, blendMasks1.y);
SampleResults(6, blendMasks1.z);
SampleResults(7, blendMasks1.w);
#endif
#undef SampleNormal
#undef SampleMasks
#undef SampleResults
float weights[_LAYER_COUNT];
ZERO_INITIALIZE_ARRAY(
float, weights, _LAYER_COUNT);
#ifdef _MASKMAP
#if defined(_TERRAIN_BLEND_HEIGHT)
// Modify blendMask to take into account the height of the layer. Higher height should be more visible.
float maxHeight = masks[0].z;
maxHeight = max(maxHeight, masks[1].z);
maxHeight = max(maxHeight, masks[2].z);
maxHeight = max(maxHeight, masks[3].z);
#ifdef _TERRAIN_8_LAYERS
maxHeight = max(maxHeight, masks[4].z);
maxHeight = max(maxHeight, masks[5].z);
maxHeight = max(maxHeight, masks[6].z);
maxHeight = max(maxHeight, masks[7].z);
#endif
// Make sure that transition is not zero otherwise the next computation will be wrong.
// The epsilon here also has to be bigger than the epsilon in the next computation.
float transition = max(_HeightTransition, 1e-5);
// The goal here is to have all but the highest layer at negative heights, then we add the transition so that if the next highest layer is near transition it will have a positive value.
// Then we clamp this to zero and normalize everything so that highest layer has a value of 1.
float4 weightedHeights0 = { masks[0].z, masks[1].z, masks[2].z, masks[3].z };
weightedHeights0 = weightedHeights0 - maxHeight.xxxx;
// We need to add an epsilon here for active layers (hence the blendMask again) so that at least a layer shows up if everything's too low.
weightedHeights0 = (max(0, weightedHeights0 + transition) + 1e-6) * blendMasks0;
#ifdef _TERRAIN_8_LAYERS
float4 weightedHeights1 = { masks[4].z, masks[5].z, masks[6].z, masks[7].z };
weightedHeights1 = weightedHeights1 - maxHeight.xxxx;
weightedHeights1 = (max(0, weightedHeights1 + transition) + 1e-6) * blendMasks1;
#else
float4 weightedHeights1 = { 0, 0, 0, 0 };
#endif
// Normalize
float sumHeight = GetSumHeight(weightedHeights0, weightedHeights1);
blendMasks0 = weightedHeights0 / sumHeight.xxxx;
#ifdef _TERRAIN_8_LAYERS
blendMasks1 = weightedHeights1 / sumHeight.xxxx;
#endif
#elif defined(_TERRAIN_BLEND_DENSITY)
// Denser layers are more visible.
float4 opacityAsDensity0 = saturate((float4(albedo[0].a, albedo[1].a, albedo[2].a, albedo[3].a) - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks0)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
opacityAsDensity0 += 0.001f * blendMasks0; // if all weights are zero, default to what the blend mask says
float4 useOpacityAsDensityParam0 = { _DiffuseRemapScale0.w, _DiffuseRemapScale1.w, _DiffuseRemapScale2.w, _DiffuseRemapScale3.w }; // 1 is off
blendMasks0 = lerp(opacityAsDensity0, blendMasks0, useOpacityAsDensityParam0);
#ifdef _TERRAIN_8_LAYERS
float4 opacityAsDensity1 = saturate((float4(albedo[4].a, albedo[5].a, albedo[6].a, albedo[7].a) - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks1)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
opacityAsDensity1 += 0.001f * blendMasks1; // if all weights are zero, default to what the blend mask says
float4 useOpacityAsDensityParam1 = { _DiffuseRemapScale4.w, _DiffuseRemapScale5.w, _DiffuseRemapScale6.w, _DiffuseRemapScale7.w };
blendMasks1 = lerp(opacityAsDensity1, blendMasks1, useOpacityAsDensityParam1);
#endif
// Normalize
float sumHeight = GetSumHeight(blendMasks0, blendMasks1);
blendMasks0 = blendMasks0 / sumHeight.xxxx;
#ifdef _TERRAIN_8_LAYERS
blendMasks1 = blendMasks1 / sumHeight.xxxx;
#endif
#endif // if _TERRAIN_BLEND_HEIGHT
#endif // if _MASKMAP
weights[0] = blendMasks0.x;
weights[1] = blendMasks0.y;
weights[2] = blendMasks0.z;
weights[3] = blendMasks0.w;
#ifdef _TERRAIN_8_LAYERS
weights[4] = blendMasks1.x;
weights[5] = blendMasks1.y;
weights[6] = blendMasks1.z;
weights[7] = blendMasks1.w;
#endif
surfaceData.albedo = 0;
surfaceData.normalData = 0;
float3 outMasks = 0;
float3 outNormal = 0;
UNITY_UNROLL
for (int i = 0; i < _LAYER_COUNT; ++i)
{
surfaceData.albedo += albedo[i].rgb * weights[i];
surfaceData.normalData += normal[i].rgb * weights[i]; // no need to normalize
outNormal += normal[i].rgb;
outMasks += masks[i].xyw * weights[i];
}
// surfaceData.albedo = 0;//
//surfaceData.albedo = surfaceData.normalData;
// surfaceData.normalData = surfaceData.normalData;
surfaceData.smoothness = outMasks.z;
surfaceData.metallic = outMasks.x;
surfaceData.ao = outMasks.y;
}
void TerrainLitShade(float2 uv, inout TerrainLitSurfaceData surfaceData)
{
TerrainSplatBlend(uv, uv, surfaceData);
}
void TerrainLitDebug(float2 uv, inout float3 baseColor)
{
#ifdef DEBUG_DISPLAY
if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_CONTROL)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv, _Control0, _Control0_TexelSize, _Control0_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER0)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat0_ST.xy + _Splat0_ST.zw, _Splat0, _Splat0_TexelSize, _Splat0_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER1)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat1_ST.xy + _Splat1_ST.zw, _Splat1, _Splat1_TexelSize, _Splat1_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER2)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat2_ST.xy + _Splat2_ST.zw, _Splat2, _Splat2_TexelSize, _Splat2_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER3)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat3_ST.xy + _Splat3_ST.zw, _Splat3, _Splat3_TexelSize, _Splat3_MipInfo, baseColor);
#ifdef _TERRAIN_8_LAYERS
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER4)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat4_ST.xy + _Splat4_ST.zw, _Splat4, _Splat4_TexelSize, _Splat4_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER5)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat5_ST.xy + _Splat5_ST.zw, _Splat5, _Splat5_TexelSize, _Splat5_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER6)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat6_ST.xy + _Splat6_ST.zw, _Splat6, _Splat6_TexelSize, _Splat6_MipInfo, baseColor);
else if (_DebugMipMapModeTerrainTexture == DEBUGMIPMAPMODETERRAINTEXTURE_LAYER7)
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv * _Splat7_ST.xy + _Splat7_ST.zw, _Splat7, _Splat7_TexelSize, _Splat7_MipInfo, baseColor);
#endif
#endif
}