#define PIN_SURFACE #include "default.hlsl" float4 sampleFar(sampler2D s, float2 uv, float fade, float cutoff) { #ifdef GLSLES return tex2D(s, uv); #else if (cutoff == 0) return tex2D(s, uv); else { float cscale = 1 / (1 - cutoff); return lerp(tex2D(s, uv * (CFG_FAR_TILING)), tex2D(s, uv), saturate0(fade * cscale - cutoff * cscale)); } #endif } Surface surfaceShader(SurfaceInput IN, float fade) { float2 uv = IN.Uv * (CFG_TEXTURE_TILING); #ifdef CFG_OPT_DIFFUSE_CONST float4 diffuse = 1; #else float4 diffuse = sampleFar(DiffuseMap, uv, fade, CFG_FAR_DIFFUSE_CUTOFF); diffuse.rgb = lerp(float3(1, 1, 1), diffuse.rgb * (CFG_DIFFUSE_SCALE), fade); #endif #ifdef CFG_OPT_NORMAL_CONST float3 normal = float3(0, 0, 1); #else float3 normal = nmapUnpack(sampleFar(NormalMap, uv, fade, CFG_FAR_NORMAL_CUTOFF)); #endif #ifndef GLSLES float3 normalDetail = nmapUnpack(tex2D(NormalDetailMap, uv * (CFG_NORMAL_DETAIL_TILING))); normal.xy += normalDetail.xy * (CFG_NORMAL_DETAIL_SCALE); #endif normal.xy *= fade; float shadowFactor = 1 + normal.x * (CFG_NORMAL_SHADOW_SCALE); #ifdef CFG_OPT_BLEND_COLOR float3 albedo = lerp(float3(1, 1, 1), IN.Color.rgb, lerp(1, diffuse.a, fade)) * diffuse.rgb * shadowFactor; #else float3 albedo = IN.Color.rgb * diffuse.rgb * shadowFactor; #endif #ifndef GLSLES float4 studs = tex2D(StudsMap, IN.UvStuds); albedo *= studs.rgb * 2; #endif float2 specular = sampleFar(SpecularMap, uv, fade, CFG_FAR_SPECULAR_CUTOFF).rg; // make sure glossiness is never 0 to avoid fp specials float2 specbase = specular * float2(CFG_SPECULAR_SCALE, CFG_GLOSS_SCALE) + float2(0, 0.01); float2 specfade = lerp(float2(CFG_SPECULAR_LOD, CFG_GLOSS_LOD), specbase, fade); Surface surface = (Surface)0; surface.albedo = albedo; surface.normal = normal; surface.specular = specfade.r; surface.gloss = specfade.g; surface.reflectance = specular.g * fade * (CFG_REFLECTION_SCALE); return surface; }