Spine-Input-LW.hlsl 1.1 KB

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  1. #ifndef LIGHTWEIGHT_LIT_INPUT_INCLUDED
  2. #define LIGHTWEIGHT_LIT_INPUT_INCLUDED
  3. ////////////////////////////////////////
  4. // Defines
  5. //
  6. #undef LIGHTMAP_ON
  7. #if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
  8. #define SPECULAR
  9. #endif
  10. //Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
  11. #if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
  12. #define PER_PIXEL_LIGHTING
  13. #endif
  14. #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
  15. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
  16. #include "SpineCoreShaders/ShaderShared.cginc"
  17. #if defined(SPECULAR)
  18. CBUFFER_START(UnityPerMaterial)
  19. half _Metallic;
  20. half _Glossiness;
  21. half _GlossMapScale;
  22. CBUFFER_END
  23. sampler2D _MetallicGlossMap;
  24. inline half2 getMetallicGloss(float2 uv)
  25. {
  26. half2 mg;
  27. #ifdef _SPECULAR_GLOSSMAP
  28. mg = tex2D(_MetallicGlossMap, uv).ra;
  29. mg.g *= _GlossMapScale;
  30. #else
  31. mg.r = _Metallic;
  32. mg.g = _Glossiness;
  33. #endif
  34. return mg;
  35. }
  36. #endif
  37. #endif // LIGHTWEIGHT_INPUT_SURFACE_PBR_INCLUDED