Surface Material Data Structure
What's SurfaceMaterialData
In Surface Shader, according to the needs of different Lighting Models, the corresponding surface material data structure SurfaceMaterialData
is provided.
The surface material data structure defines a series of physical parameters used to calculate the final color of the object's surface, such as albedo, roughness, etc.
Note: The material data model must be used in conjunction with the lighting model.
Type of Surface Material Data
Material Data Type | Description |
---|---|
standard | Standard PBR material described by roughness and metallic, similar to material nodes in software like SP, Blender, Maya. |
toon | Simple cartoon material with various shading methods. |
How to use
The corresponding surface material data structures are stored in the internal/chunks/data-structures/ folder.
You only need to include the corresponding surface material data structure header file to use different categories of data structures.
glsl
//PBR Surface Material
#include <surfaces/data-structures/standard>
// toon Surface Material
//#include <surfaces/data-structures/toon>
#define CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA
void SurfacesFragmentModifySharedData(inout SurfacesMaterialData surfaceData)
{
// set user-defined data to surfaceData
}