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diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
index b467d7de97d..3d06499e88c 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -233,6 +233,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1910_DepthOffset.unity
guid: 8c039225354f2b24390b4c8c735ab141
+ - enabled: 1
+ path: Assets/GraphicTests/Scenes/1x_Materials/1911_RemapAlpha.unity
+ guid: 36f4211ae48e9f0478383e852955e5c6
- enabled: 1
path: Assets/GraphicTests/Scenes/2x_Lighting/2001_Light_DynamicDirectional.unity
guid: 09baf18a7e1f6584f86675e6a2141c66
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 e280814912c..2bdcc2b9e22 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
@@ -26,6 +26,7 @@ To create a new Lit Material, navigate to your Project's Asset window, right-cli
| **Base Map** | Assign a Texture that controls both the color and opacity of your Material. To assign a Texture to this field, click the radio button and select your Texture in the Select Texture window. Use the color picker to select the color of the Material. If you do not assign a Texture, this is the absolute color of the Material. If you do assign a Texture, the final color of the Material is a combination of the Texture you assign and the color you select. The alpha value of the color controls the transparency level for the Material if you select **Transparent** from the **Surface Type** drop-down. |
| **Metallic** | Use this slider to adjust how "metal-like" the surface of your Material is (between 0 and 1). When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it.
This property only appears when you unassign the Texture in the **Mask Map**. |
| **Smoothness** | Use the slider to adjust the smoothness of your Material. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern.
This property only appears when you unassign the Texture in the **Mask Map**. |
+| **Alpha Remapping** | Use this min-max slider to remap the alpha values from the **Base Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Base Map**. |
| **Metallic Remapping** | Use this min-max slider to remap the metallic values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Smoothness Remapping** | Use this min-max slider to remap the smoothness values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Ambient Occlusion Remapping** | Use this min-max slider to remap the ambient occlusion values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
index ebefdae432d..aafc5576b4b 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
@@ -46,6 +46,7 @@ For information on the properties in this section, see the [Tessellation documen
| **Property** | **Description** |
| ------------------------------- | ------------------------------------------------------------ |
| **Base Map** | Assign a Texture that controls both the color and opacity of your Material. To assign a Texture to this field, click the radio button and select your Texture in the Select Texture window. Use the color picker to select the color of the Material. If you do not assign a Texture, this is the absolute color of the Material. If you do assign a Texture, the final color of the Material is a combination of the Texture you assign and the color you select. The alpha value of the color controls the transparency level for the Material if you select **Transparent** from the **Surface Type** drop-down. |
+| **Alpha Remapping** | Use this min-max slider to remap the alpha values from the **Base Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Base Map**. |
| **Metallic** | Use this slider to adjust how "metal-like" the surface of your Material is (between 0 and 1).
When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it.
This property only appears when you unassign the Texture in the **Mask Map**. |
| **Smoothness** | Use the slider to adjust the smoothness of your Material.
Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern.
This property only appears when you unassign the Texture in the **Mask Map**. |
| **Metallic Remapping** | Use this min-max slider to remap the metallic values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/layers.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/layers.md
index 086703ca0cf..eac522d71cf 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/layers.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/layers.md
@@ -22,6 +22,7 @@ Unity exposes up to four Material layers for you to use in your Layered Material
| **Base Map** | Assign a Texture that controls both the color and opacity of your Material. To assign a Texture to this field, click the radio button and select your Texture in the Select Texture window. Use the color picker to select the color of the Material. If you do not assign a Texture, this is the absolute color of the Material. If you do assign a Texture, the final color of the Material is a combination of the Texture you assign and the color you select. The alpha value of the color controls the transparency level for the Material if you select **Transparent** from the **Surface Type** drop-down. |
| **Metallic** | Use this slider to adjust how "metal-like" the surface of your Material is (between 0 and 1). When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it.
This property only appears when you unassign the Texture in the **Mask Map** and set **Material Type** to **Standard**. |
| **Smoothness** | Use the slider to adjust the smoothness of your Material. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern.
This property only appears when you unassign the Texture in the **Mask Map**. |
+| **Alpha Remapping** | Use this min-max slider to remap the alpha values from the **Base Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Base Map**. |
| **Metallic Remapping** | Use this min-max slider to remap the metallic values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Smoothness Remapping** | Use this min-max slider to remap the smoothness values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Ambient Occlusion Remapping** | Use this min-max slider to remap the ambient occlusion values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
index 8ce77898eed..3f75b38c800 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
@@ -51,6 +51,7 @@ internal class Styles
public static GUIContent aoRemappingText = new GUIContent("Ambient Occlusion Remapping", "Controls a remap for the ambient occlusion channel in the Mask Map.");
public static GUIContent maskMapSText = new GUIContent("Mask Map", "Specifies the Mask Map for this Material - Metallic (R), Ambient occlusion (G), Detail mask (B), Smoothness (A).");
public static GUIContent maskMapSpecularText = new GUIContent("Mask Map", "Specifies the Mask Map for this Material - Ambient occlusion (G), Detail mask (B), Smoothness (A).");
+ public static GUIContent alphaRemappingText = new GUIContent("Alpha Remapping", "Controls a remap for the alpha channel in the Base Color.");
public static GUIContent normalMapSpaceText = new GUIContent("Normal Map Space", "");
public static GUIContent normalMapText = new GUIContent("Normal Map", "Specifies the Normal Map for this Material (BC7/BC5/DXT5(nm)) and controls its strength.");
@@ -129,10 +130,15 @@ internal class Styles
const string kSmoothnessRemapMin = "_SmoothnessRemapMin";
MaterialProperty[] smoothnessRemapMax = new MaterialProperty[kMaxLayerCount];
const string kSmoothnessRemapMax = "_SmoothnessRemapMax";
+ MaterialProperty[] alphaRemapMin = new MaterialProperty[kMaxLayerCount];
+ const string kAlphaRemapMin = "_AlphaRemapMin";
+ MaterialProperty[] alphaRemapMax = new MaterialProperty[kMaxLayerCount];
+ const string kAlphaRemapMax = "_AlphaRemapMax";
MaterialProperty[] aoRemapMin = new MaterialProperty[kMaxLayerCount];
const string kAORemapMin = "_AORemapMin";
MaterialProperty[] aoRemapMax = new MaterialProperty[kMaxLayerCount];
const string kAORemapMax = "_AORemapMax";
+
MaterialProperty[] maskMap = new MaterialProperty[kMaxLayerCount];
MaterialProperty[] normalScale = new MaterialProperty[kMaxLayerCount];
const string kNormalScale = "_NormalScale";
@@ -234,6 +240,7 @@ internal class Styles
Features m_Features;
int m_LayerCount;
int m_LayerIndex;
+ bool m_UseHeightBasedBlend;
bool isLayeredLit => m_LayerCount > 1;
@@ -266,14 +273,18 @@ public override void LoadMaterialProperties()
baseColor = FindPropertyLayered(kBaseColor, m_LayerCount);
baseColorMap = FindPropertyLayered(kBaseColorMap, m_LayerCount);
+
metallic = FindPropertyLayered(kMetallic, m_LayerCount);
metallicRemapMin = FindPropertyLayered(kMetallicRemapMin, m_LayerCount);
metallicRemapMax = FindPropertyLayered(kMetallicRemapMax, m_LayerCount);
smoothness = FindPropertyLayered(kSmoothness, m_LayerCount);
smoothnessRemapMin = FindPropertyLayered(kSmoothnessRemapMin, m_LayerCount);
smoothnessRemapMax = FindPropertyLayered(kSmoothnessRemapMax, m_LayerCount);
+ alphaRemapMin = FindPropertyLayered(kAlphaRemapMin, m_LayerCount);
+ alphaRemapMax = FindPropertyLayered(kAlphaRemapMax, m_LayerCount);
aoRemapMin = FindPropertyLayered(kAORemapMin, m_LayerCount);
aoRemapMax = FindPropertyLayered(kAORemapMax, m_LayerCount);
+
maskMap = FindPropertyLayered(kMaskMap, m_LayerCount);
normalMap = FindPropertyLayered(kNormalMap, m_LayerCount);
normalMapOS = FindPropertyLayered(kNormalMapOS, m_LayerCount);
@@ -369,6 +380,13 @@ void DrawSurfaceInputsGUI()
materialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[m_LayerIndex], baseColor[m_LayerIndex]);
+ if (baseColorMap[m_LayerIndex].textureValue != null && materials.All(m => m.GetSurfaceType() == SurfaceType.Transparent))
+ {
+ materialEditor.MinMaxShaderProperty(alphaRemapMin[m_LayerIndex], alphaRemapMax[m_LayerIndex], 0.0f, 1.0f, Styles.alphaRemappingText);
+ }
+
+ materialEditor.TexturePropertySingleLine((materials.All(m => m.GetMaterialId() == MaterialId.LitSpecular)) ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[m_LayerIndex]);
+
bool hasMetallic = materials.All(m =>
m.GetMaterialId() == MaterialId.LitStandard ||
m.GetMaterialId() == MaterialId.LitAniso ||
@@ -389,8 +407,6 @@ void DrawSurfaceInputsGUI()
materialEditor.MinMaxShaderProperty(aoRemapMin[m_LayerIndex], aoRemapMax[m_LayerIndex], 0.0f, 1.0f, Styles.aoRemappingText);
}
- materialEditor.TexturePropertySingleLine((materials.All(m => m.GetMaterialId() == MaterialId.LitSpecular)) ? Styles.maskMapSpecularText : Styles.maskMapSText, maskMap[m_LayerIndex]);
-
materialEditor.ShaderProperty(normalMapSpace[m_LayerIndex], Styles.normalMapSpaceText);
// Triplanar only work with tangent space normal
@@ -630,7 +646,7 @@ void DrawLayerOptionsGUI()
materialEditor.ShaderProperty(useMainLayerInfluence, Styles.useMainLayerInfluenceModeText);
materialEditor.ShaderProperty(useHeightBasedBlend, Styles.useHeightBasedBlendText);
- if (useHeightBasedBlend.floatValue > 0.0f)
+ if (m_UseHeightBasedBlend)
{
EditorGUI.indentLevel++;
materialEditor.ShaderProperty(heightTransition, Styles.heightTransition);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/UnlitSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/UnlitSurfaceInputsUIBlock.cs
index e0a4df26d22..8e0ba301558 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/UnlitSurfaceInputsUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/UnlitSurfaceInputsUIBlock.cs
@@ -12,12 +12,17 @@ internal class Styles
public static GUIContent header { get; } = EditorGUIUtility.TrTextContent("Surface Inputs");
public static GUIContent colorText = new GUIContent("Color", " Albedo (RGB) and Transparency (A).");
+ public static GUIContent alphaRemappingText = new GUIContent("Alpha Remapping", "Controls a remap for the alpha channel in the Base Color.");
}
MaterialProperty color = null;
const string kColor = "_UnlitColor";
MaterialProperty colorMap = null;
const string kColorMap = "_UnlitColorMap";
+ MaterialProperty alphaRemapMin = null;
+ const string kAlphaRemapMin = "_AlphaRemapMin";
+ MaterialProperty alphaRemapMax = null;
+ const string kAlphaRemapMax = "_AlphaRemapMax";
///
/// Constructs an UnlitSurfaceInputsUIBlock based on the parameters.
@@ -35,6 +40,9 @@ public override void LoadMaterialProperties()
{
color = FindProperty(kColor);
colorMap = FindProperty(kColorMap);
+
+ alphaRemapMin = FindProperty(kAlphaRemapMin);
+ alphaRemapMax = FindProperty(kAlphaRemapMax);
}
///
@@ -43,6 +51,12 @@ public override void LoadMaterialProperties()
protected override void OnGUIOpen()
{
materialEditor.TexturePropertySingleLine(Styles.colorText, colorMap, color);
+
+ if (colorMap.textureValue != null)
+ {
+ materialEditor.MinMaxShaderProperty(alphaRemapMin, alphaRemapMax, 0.0f, 1.0f, Styles.alphaRemappingText);
+ }
+
materialEditor.TextureScaleOffsetProperty(colorMap);
}
}
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 907d772aea0..9a8fab8b683 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
@@ -49,6 +49,16 @@ Shader "HDRP/LayeredLit"
_SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMin0("AlphaRemapMin0", Range(0.0, 1.0)) = 0.0
+ _AlphaRemapMin1("AlphaRemapMin1", Range(0.0, 1.0)) = 0.0
+ _AlphaRemapMin2("AlphaRemapMin2", Range(0.0, 1.0)) = 0.0
+ _AlphaRemapMin3("AlphaRemapMin3", Range(0.0, 1.0)) = 0.0
+
+ _AlphaRemapMax0("AlphaRemapMax0", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMax1("AlphaRemapMax1", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMax2("AlphaRemapMax2", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMax3("AlphaRemapMax3", Range(0.0, 1.0)) = 1.0
+
_AORemapMin0("AORemapMin0", Range(0.0, 1.0)) = 0.0
_AORemapMin1("AORemapMin1", Range(0.0, 1.0)) = 0.0
_AORemapMin2("AORemapMin2", Range(0.0, 1.0)) = 0.0
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader
index b642add8610..5d901a9dc55 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader
@@ -49,6 +49,16 @@ Shader "HDRP/LayeredLitTessellation"
_SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMin0("AlphaRemapMin0", Range(0.0, 1.0)) = 0.0
+ _AlphaRemapMin1("AlphaRemapMin1", Range(0.0, 1.0)) = 0.0
+ _AlphaRemapMin2("AlphaRemapMin2", Range(0.0, 1.0)) = 0.0
+ _AlphaRemapMin3("AlphaRemapMin3", Range(0.0, 1.0)) = 0.0
+
+ _AlphaRemapMax0("AlphaRemapMax0", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMax1("AlphaRemapMax1", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMax2("AlphaRemapMax2", Range(0.0, 1.0)) = 1.0
+ _AlphaRemapMax3("AlphaRemapMax3", Range(0.0, 1.0)) = 1.0
+
_AORemapMin0("AORemapMin0", Range(0.0, 1.0)) = 0.0
_AORemapMin1("AORemapMin1", Range(0.0, 1.0)) = 0.0
_AORemapMin2("AORemapMin2", Range(0.0, 1.0)) = 0.0
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 a69084cbbe5..44cc5905407 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
@@ -17,6 +17,8 @@ Shader "HDRP/Lit"
_MetallicRemapMax("MetallicRemapMax", Float) = 1.0
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
+ _AlphaRemapMin("AlphaRemapMin", Float) = 0.0
+ _AlphaRemapMax("AlphaRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
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 c9f1ac0fd41..7179ae525e5 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
@@ -225,7 +225,9 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
#endif
#if defined(_ALPHATEST_ON)
- float alphaValue = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).a * _BaseColor.a;
+ float alphaTex = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).a;
+ alphaTex = lerp(_AlphaRemapMin, _AlphaRemapMax, alphaTex);
+ float alphaValue = alphaTex * _BaseColor.a;
// Perform alha test very early to save performance (a killed pixel will not sample textures)
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataIndividualLayer.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataIndividualLayer.hlsl
index 2f9675325b3..f5bc5cf79b2 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataIndividualLayer.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataIndividualLayer.hlsl
@@ -205,11 +205,13 @@ float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out
// We split both call due to trilinear mapping
detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale));
#endif
+
float4 color = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgba * ADD_IDX(_BaseColor).rgba;
surfaceData.baseColor = color.rgb;
float alpha = color.a;
-#ifdef _DETAIL_MAP_IDX
+ alpha = lerp(ADD_IDX(_AlphaRemapMin), ADD_IDX(_AlphaRemapMax), alpha);
+#ifdef _DETAIL_MAP_IDX
// Goal: we want the detail albedo map to be able to darken down to black and brighten up to white the surface albedo.
// The scale control the speed of the gradient. We simply remap detailAlbedo from [0..1] to [-1..1] then perform a lerp to black or white
// with a factor based on speed.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl
index 3a0f3c2201f..4d6607a60dc 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl
@@ -157,6 +157,8 @@ float _MetallicRemapMax;
float _Smoothness;
float _SmoothnessRemapMin;
float _SmoothnessRemapMax;
+float _AlphaRemapMin;
+float _AlphaRemapMax;
float _AORemapMin;
float _AORemapMax;
@@ -214,6 +216,8 @@ PROP_DECL(float, _MetallicRemapMax);
PROP_DECL(float, _Smoothness);
PROP_DECL(float, _SmoothnessRemapMin);
PROP_DECL(float, _SmoothnessRemapMax);
+PROP_DECL(float, _AlphaRemapMin);
+PROP_DECL(float, _AlphaRemapMax);
PROP_DECL(float, _AORemapMin);
PROP_DECL(float, _AORemapMax);
@@ -331,6 +335,14 @@ UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float , _SmoothnessRemapMax1)
UNITY_DOTS_INSTANCED_PROP(float , _SmoothnessRemapMax2)
UNITY_DOTS_INSTANCED_PROP(float , _SmoothnessRemapMax3)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMin0)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMin1)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMin2)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMin3)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMax0)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMax1)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMax2)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMax3)
UNITY_DOTS_INSTANCED_PROP(float , _AORemapMin0)
UNITY_DOTS_INSTANCED_PROP(float , _AORemapMin1)
UNITY_DOTS_INSTANCED_PROP(float , _AORemapMin2)
@@ -405,6 +417,14 @@ UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
#define _SmoothnessRemapMax1 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SmoothnessRemapMax1)
#define _SmoothnessRemapMax2 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SmoothnessRemapMax2)
#define _SmoothnessRemapMax3 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SmoothnessRemapMax3)
+#define _AlphaRemapMin0 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMin0)
+#define _AlphaRemapMin1 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMin1)
+#define _AlphaRemapMin2 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMin2)
+#define _AlphaRemapMin3 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMin3)
+#define _AlphaRemapMax0 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMax0)
+#define _AlphaRemapMax1 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMax1)
+#define _AlphaRemapMax2 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMax2)
+#define _AlphaRemapMax3 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMax3)
#define _AORemapMin0 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AORemapMin0)
#define _AORemapMin1 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AORemapMin1)
#define _AORemapMin2 UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AORemapMin2)
@@ -451,6 +471,8 @@ UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float , _Smoothness)
UNITY_DOTS_INSTANCED_PROP(float , _SmoothnessRemapMin)
UNITY_DOTS_INSTANCED_PROP(float , _SmoothnessRemapMax)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMin)
+ UNITY_DOTS_INSTANCED_PROP(float , _AlphaRemapMax)
UNITY_DOTS_INSTANCED_PROP(float , _AORemapMin)
UNITY_DOTS_INSTANCED_PROP(float , _AORemapMax)
UNITY_DOTS_INSTANCED_PROP(float , _DetailAlbedoScale)
@@ -472,6 +494,8 @@ UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
#define _Smoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Smoothness)
#define _SmoothnessRemapMin UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SmoothnessRemapMin)
#define _SmoothnessRemapMax UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _SmoothnessRemapMax)
+#define _AlphaRemapMin UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMin)
+#define _AlphaRemapMax UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AlphaRemapMax)
#define _AORemapMin UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AORemapMin)
#define _AORemapMax UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _AORemapMax)
#define _DetailAlbedoScale UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _DetailAlbedoScale)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader
index 4aca9849b54..6cbcabd6369 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader
@@ -17,6 +17,8 @@ Shader "HDRP/LitTessellation"
_MetallicRemapMax("MetallicRemapMax", Float) = 1.0
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
+ _AlphaRemapMin("AlphaRemapMin", Float) = 0.0
+ _AlphaRemapMax("AlphaRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader
index 78916d0c33b..3c8f1636b25 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader
@@ -5,6 +5,8 @@ Shader "HDRP/Unlit"
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
[MainColor] _UnlitColor("Color", Color) = (1,1,1,1)
[MainTexture] _UnlitColorMap("ColorMap", 2D) = "white" {}
+ [HideInInspector] _AlphaRemapMin("AlphaRemapMin", Float) = 0.0
+ [HideInInspector] _AlphaRemapMax("AlphaRemapMax", Float) = 1.0
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl
index 67f3e9e064f..fb8cddb292a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl
@@ -14,7 +14,9 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
{
float2 unlitColorMapUv = TRANSFORM_TEX(input.texCoord0.xy, _UnlitColorMap);
surfaceData.color = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).rgb * _UnlitColor.rgb;
- float alpha = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).a * _UnlitColor.a;
+ float alpha = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).a;
+ alpha = lerp(_AlphaRemapMin, _AlphaRemapMax, alpha);
+ alpha *= _UnlitColor.a;
// The shader graph can require to export the geometry normal. We thus need to initialize this variable
surfaceData.normalWS = 0.0;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl
index 8d59b8577cc..f7efeef1bb5 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl
@@ -26,6 +26,8 @@ float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
float4 _DistortionVectorMap_ST;
+float _AlphaRemapMin;
+float _AlphaRemapMax;
float _BlendMode;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"