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diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
index 5b410ffabfd..5530d35dea0 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -80,6 +80,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1220_Sorting.unity
guid: 5c1bc003f0b8e6648a7860ad9ae82213
+ - enabled: 1
+ path: Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission.unity
+ guid: 6a401c36b9353ae43a8f0e8b8a98d6f4
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity
guid: eefb6e7ceaa685442bbf61fd2b82f9ae
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 70c974e5dff..a5a9b8e9104 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -106,6 +106,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added exposure compensation to Fixed exposure mode
- Added support for rasterized area light shadows in StackLit
- Added support for texture-weighted automatic exposure
+- Added support for POM for emissive map
### Fixed
- Fix when rescale probe all direction below zero (1219246)
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md
index 9e7ab33fa51..2674e556af5 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md
@@ -125,7 +125,7 @@ Unity exposes up to four Material layers for you to use in your Layered Material
| ------------------------------- | ------------------------------------------------------------ |
| **Use Emission Intensity** | Enable the checkbox to use a separate LDR color and intensity value to set the emission color for this Material. Disable this checkbox to only use an HDR color to handle the color and emission color intensity. When enabled, this exposes the **Emission Intensity** property. |
| **Emission Map** | Assign a Texture that this Material uses for emission. You can also use the color picker to select a color that HDRP multiplies by the Texture. If you do not set an emission texture then HDRP only uses the HDR color to calculate the final emissive color of the Material. You can set the intensity of the HDR color within the HDR color picker. |
-| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.• **Planar:** A planar projection from top to bottom.• **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
+| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. If the Surface has **Pixel displacement** enabled, this option will apply displacement on the emissive map too. |
| **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.Use the drop-down to select one of the following [physical light units](Physical-Light-Units.html) to use for intensity:• [Nits](Physical-Light-Units.html#Nits)• [EV100](Physical-Light-Units.html#EV) |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
index 28a8fb207c0..5f48a72190a 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
@@ -24,7 +24,7 @@ To create a new Lit Material, navigate to your Project's Asset window, right-cli
| **Receive Decals** | Enable the checkbox to allow HDRP to draw decals on this Material’s surface. |
| **Receive SSR** | Enable the checkbox to make HDRP include this Material when it processes the screen space reflection pass. |
| **Geometric Specular AA** | Enable the checkbox to make HDRP perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts. For more information about the feature and for the list of properties this feature exposes, see the [Geometric Specular Anti-aliasing documentation](Geometric-Specular-Anti-Aliasing.html). |
-| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode ** exposes, see the [Displacement Mode documentation](Displacement-Mode.html). |
+| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode** exposes, see the [Displacement Mode documentation](Displacement-Mode.html). |
### Vertex Animation
@@ -77,7 +77,7 @@ Unity exposes this section if you select **Transparent** from the **Surface Type
| ------------------------------- | ------------------------------------------------------------ |
| **Use Emission Intensity** | Enable the checkbox to use a separate LDR color and intensity value to set the emission color for this Material. Disable this checkbox to only use an HDR color to handle the color and emission color intensity. When enabled, this exposes the **Emission Intensity** property. |
| **Emission Map** | Assign a Texture that this Material uses for emission. You can also use the color picker to select a color that HDRP multiplies by the Texture. If you do not set an emission texture then HDRP only uses the HDR color to calculate the final emissive color of the Material. You can set the intensity of the HDR color within the HDR color picker. |
-| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result. |
+| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. If the Surface has **Pixel displacement** enabled, this option will apply displacement on the emissive map too. |
| **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.
Use the drop-down to select one of the following [physical light units](Physical-Light-Units.html) to use for intensity:
• [Nits](Physical-Light-Units.html#Nits)
• [EV100](Physical-Light-Units.html#EV) |
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
index f915cd7dbde..7fbef7fe79d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
@@ -198,8 +198,9 @@ static public void SetupMaterialKeywordsAndPass(Material material)
CoreUtils.SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Planar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_BASE", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.SameAsBase && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
// For migration of specular occlusion to specular mode we remove previous keyword
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs
index b55130901c0..90d8cc5c33b 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs
@@ -136,8 +136,9 @@ static public void SetupMaterialKeywordsAndPass(Material material)
if (material.HasProperty(kUVEmissive) && material.HasProperty(kEmissiveColorMap))
{
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Planar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_BASE", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.SameAsBase && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs
index 08eeee01db4..1314a93a27d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs
@@ -207,23 +207,24 @@ void DoEmissiveTextureProperty(MaterialProperty color)
if (UVEmissive != null) // Unlit does not have UVEmissive
{
materialEditor.ShaderProperty(UVEmissive, Styles.UVEmissiveMappingText);
- UVBaseMapping uvEmissiveMapping = (UVBaseMapping)UVEmissive.floatValue;
+ UVEmissiveMapping uvEmissiveMapping = (UVEmissiveMapping)UVEmissive.floatValue;
float X, Y, Z, W;
- X = (uvEmissiveMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
- Y = (uvEmissiveMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
- Z = (uvEmissiveMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
- W = (uvEmissiveMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
+ X = (uvEmissiveMapping == UVEmissiveMapping.UV0) ? 1.0f : 0.0f;
+ Y = (uvEmissiveMapping == UVEmissiveMapping.UV1) ? 1.0f : 0.0f;
+ Z = (uvEmissiveMapping == UVEmissiveMapping.UV2) ? 1.0f : 0.0f;
+ W = (uvEmissiveMapping == UVEmissiveMapping.UV3) ? 1.0f : 0.0f;
UVMappingMaskEmissive.colorValue = new Color(X, Y, Z, W);
- if ((uvEmissiveMapping == UVBaseMapping.Planar) || (uvEmissiveMapping == UVBaseMapping.Triplanar))
+ if ((uvEmissiveMapping == UVEmissiveMapping.Planar) || (uvEmissiveMapping == UVEmissiveMapping.Triplanar))
{
materialEditor.ShaderProperty(TexWorldScaleEmissive, Styles.texWorldScaleText);
}
}
- materialEditor.TextureScaleOffsetProperty(emissiveColorMap);
+ if (UVEmissive == null || (UVEmissiveMapping)UVEmissive.floatValue != UVEmissiveMapping.SameAsBase)
+ materialEditor.TextureScaleOffsetProperty(emissiveColorMap);
EditorGUI.indentLevel--;
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader
index 33d03549082..079d955a354 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader
@@ -311,7 +311,7 @@ Shader "HDRP/LayeredLit"
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
- [Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
+ [Enum(UV0, 0, Planar, 4, TriPlanar, 5, Same as Main layer, 6)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
@@ -382,7 +382,7 @@ Shader "HDRP/LayeredLit"
#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
- #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
+ #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl
index 858aeb5a8f9..1b0bd269b0a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl
@@ -816,7 +816,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold);
#endif
- GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, layerTexCoord.base0, builtinData);
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader
index f1c93a97973..1ca09c63fb5 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader
@@ -201,7 +201,7 @@ Shader "HDRP/Lit"
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
- [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
+ [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
@@ -247,7 +247,7 @@ Shader "HDRP/Lit"
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
- #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
+ #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl
index 3f4e1d711b2..6e52707b37a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl
@@ -1,13 +1,45 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
-void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
+void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, float3 emissiveColor, out BuiltinData builtinData)
{
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -input.tangentToWorld[2], input.texCoord1, input.texCoord2, builtinData);
- builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
+ builtinData.emissiveColor = emissiveColor;
+
+ // Inverse pre-expose using _EmissiveExposureWeight weight
+ float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
+ builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
+
+#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
+ float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
+ distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
+ builtinData.distortion = distortion.rg * _DistortionScale;
+ builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
+#endif
+
+ builtinData.depthOffset = depthOffset;
+
+ PostInitBuiltinData(V, posInput, surfaceData, builtinData);
+}
+
+float3 GetEmissiveColor(SurfaceData surfaceData)
+{
+ return _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
+}
+
#ifdef _EMISSIVE_COLOR_MAP
+float3 GetEmissiveColor(SurfaceData surfaceData, UVMapping emissiveMapMapping)
+{
+ float3 emissiveColor = GetEmissiveColor(surfaceData);
+ emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
+ return emissiveColor;
+}
+#endif // _EMISSIVE_COLOR_MAP
+void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
+{
+#ifdef _EMISSIVE_COLOR_MAP
// Use layer0 of LayerTexCoord to retrieve emissive color mapping information
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
@@ -38,21 +70,17 @@ void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, S
UVMapping emissiveMapMapping = layerTexCoord.base0;
#endif
- builtinData.emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
-#endif // _EMISSIVE_COLOR_MAP
-
- // Inverse pre-expose using _EmissiveExposureWeight weight
- float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
- builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
-
-#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
- float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
- distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
- builtinData.distortion = distortion.rg * _DistortionScale;
- builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData, emissiveMapMapping), builtinData);
+#else
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData), builtinData);
#endif
+}
- builtinData.depthOffset = depthOffset;
-
- PostInitBuiltinData(V, posInput, surfaceData, builtinData);
+void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, UVMapping emissiveMapMapping, out BuiltinData builtinData)
+{
+#ifdef _EMISSIVE_MAPPING_BASE
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData, emissiveMapMapping), builtinData);
+#else
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
+#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl
index ea457aea912..d7458ebba82 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl
@@ -294,7 +294,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
#endif
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
- GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, layerTexCoord.base, builtinData);
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs
index 44e01d82a01..bd43ac7ed91 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs
@@ -94,6 +94,17 @@ internal enum UVBaseMapping
Triplanar
}
+ internal enum UVEmissiveMapping
+ {
+ UV0,
+ UV1,
+ UV2,
+ UV3,
+ Planar,
+ Triplanar,
+ SameAsBase
+ }
+
internal enum HeightmapParametrization
{
MinMax = 0,