half4 SpecularGloss(float2 uv)
{
half4 sg;
#ifdef _SPECGLOSSMAP
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
sg.rgb = tex2D(_SpecGlossMap, uv).rgb;
sg.a = tex2D(_MainTex, uv).a;
#else
sg = tex2D(_SpecGlossMap, uv);
#endif
sg.a *= _GlossMapScale;
#else
sg.rgb = _SpecColor.rgb;
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
sg.a = tex2D(_MainTex, uv).a * _GlossMapScale;
#else
sg.a = _Glossiness;
#endif
#endif
return sg;
}
half2 MetallicGloss(float2 uv)
{
half2 mg;
#ifdef _METALLICGLOSSMAP
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
mg.r = tex2D(_MetallicGlossMap, uv).r;
mg.g = tex2D(_MainTex, uv).a;
#else
mg = tex2D(_MetallicGlossMap, uv).ra;
#endif
mg.g *= _GlossMapScale;
#else
mg.r = _Metallic;
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
mg.g = tex2D(_MainTex, uv).a * _GlossMapScale;
#else
mg.g = _Glossiness;
#endif
#endif
return mg;
}
half2 MetallicRough(float2 uv)
{
half2 mg;
#ifdef _METALLICGLOSSMAP
mg.r = tex2D(_MetallicGlossMap, uv).r;
#else
mg.r = _Metallic;
#endif
#ifdef _SPECGLOSSMAP
mg.g = 1.0f - tex2D(_SpecGlossMap, uv).r;
#else
mg.g = 1.0f - _Glossiness;
#endif
return mg;
}
inline FragmentCommonData SpecularSetup (float4 i_tex)
{
half4 specGloss = SpecularGloss(i_tex.xy);
half3 specColor = specGloss.rgb;
half smoothness = specGloss.a;
half oneMinusReflectivity;
half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity);
FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
inline FragmentCommonData RoughnessSetup(float4 i_tex)
{
half2 metallicGloss = MetallicRough(i_tex.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic(Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
inline FragmentCommonData MetallicSetup (float4 i_tex)
{
half2 metallicGloss = MetallicGloss(i_tex.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}