VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.movement/Runtime/Tracking/ThirdParty/Unity/MovementLitMetaPass2020.hlsl
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HLSL

// Based on com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl
#ifndef UNIVERSAL_LIT_META_PASS_INCLUDED
#define UNIVERSAL_LIT_META_PASS_INCLUDED
#include "Packages/com.meta.movement/Runtime/Shaders/MovementCommon.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
#ifdef _TANGENT_TO_WORLD
float4 tangentOS : TANGENT;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
Varyings UniversalVertexMeta(Attributes input)
{
Varyings output;
output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST);
output.uv = TRANSFORM_TEX(input.uv0, _MainTex);
return output;
}
void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, _Color, _Cutoff);
half4 specGloss = ComputeSpecularGloss(uv);
outSurfaceData.albedo = albedoAlpha.rgb * _Color.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
outSurfaceData.occlusion = GetAmbientOcclusion(uv);
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
half2 clearCoat = SampleClearCoat(uv);
outSurfaceData.clearCoatMask = clearCoat.r;
outSurfaceData.clearCoatSmoothness = clearCoat.g;
#else
outSurfaceData.clearCoatMask = 0.0h;
outSurfaceData.clearCoatSmoothness = 0.0h;
#endif
#if defined(_DETAIL)
half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a;
float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
outSurfaceData.albedo = ApplyDetailAlbedo(detailUv, outSurfaceData.albedo, detailMask);
outSurfaceData.normalTS = ApplyDetailNormal(detailUv, outSurfaceData.normalTS, detailMask);
#endif
}
half4 UniversalFragmentMeta(Varyings input) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
MetaInput metaInput;
metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
metaInput.SpecularColor = surfaceData.specular;
metaInput.Emission = surfaceData.emission;
return MetaFragment(metaInput);
}
//LWRP -> Universal Backwards Compatibility
Varyings LightweightVertexMeta(Attributes input)
{
return UniversalVertexMeta(input);
}
half4 LightweightFragmentMeta(Varyings input) : SV_Target
{
return UniversalFragmentMeta(input);
}
#endif