#ifndef WATER_TESSELLATION_INCLUDED #define WATER_TESSELLATION_INCLUDED /////////////////////////////////////////////////////////////////////////////// // Structs // /////////////////////////////////////////////////////////////////////////////// struct TessellationControlPoint { float4 vertex : INTERNALTESSPOS; float4 texcoord : TEXCOORD0; // Geometric UVs stored in xy, and world(pre-waves) in zw float3 posWS : TEXCOORD1; // world position of the vertices half4 color : TEXCOORD2; // vertex color //float2 preWaveSP : TEXCOORD2; // screen position of the verticies before wave distortion }; struct HS_ConstantOutput { float TessFactor[3] : SV_TessFactor; float InsideTessFactor : SV_InsideTessFactor; }; /////////////////////////////////////////////////////////////////////////////// // Tessellation functions // /////////////////////////////////////////////////////////////////////////////// half _TessellationEdgeLength; half TessellationEdgeFactor (float3 p0, float3 p1) { half edgeLength = distance(p0, p1); half3 edgeCenter = (p0 + p1) * 0.5; half viewDistance = distance(edgeCenter, _WorldSpaceCameraPos); return edgeLength * _ScreenParams.y / (_TessellationEdgeLength * viewDistance); } TessellationControlPoint TessellationVertex( WaterVertexInput v ) { TessellationControlPoint o; o.vertex = v.vertex; o.posWS = TransformObjectToWorld(v.vertex.xyz); o.texcoord.xy = v.texcoord; o.texcoord.zw = o.posWS.xz; o.color = v.color; return o; } HS_ConstantOutput HSConstant( InputPatch Input ) { float3 p0 = mul(unity_ObjectToWorld, Input[0].vertex).xyz; float3 p1 = mul(unity_ObjectToWorld, Input[1].vertex).xyz; float3 p2 = mul(unity_ObjectToWorld, Input[2].vertex).xyz; HS_ConstantOutput o = (HS_ConstantOutput)0; o.TessFactor[0] = TessellationEdgeFactor(p1, p2); o.TessFactor[1] = TessellationEdgeFactor(p2, p0); o.TessFactor[2] = TessellationEdgeFactor(p0, p1); o.InsideTessFactor = (TessellationEdgeFactor(p1, p2) + TessellationEdgeFactor(p2, p0) + TessellationEdgeFactor(p0, p1)) * (1 / 3.0); return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("HSConstant")] [outputcontrolpoints(3)] TessellationControlPoint Hull( InputPatch Input, uint uCPID : SV_OutputControlPointID ) { return Input[uCPID]; } // Domain: replaces vert for tessellation version [domain("tri")] WaterVertexOutput Domain( HS_ConstantOutput HSConstantData, const OutputPatch Input, float3 BarycentricCoords : SV_DomainLocation) { WaterVertexOutput o = (WaterVertexOutput)0; /////////////////////Tessellation//////////////////////// float fU = BarycentricCoords.x; float fV = BarycentricCoords.y; float fW = BarycentricCoords.z; float4 vertex = Input[0].vertex * fU + Input[1].vertex * fV + Input[2].vertex * fW; o.uv = Input[0].texcoord * fU + Input[1].texcoord * fV + Input[2].texcoord * fW; o.posWS = Input[0].posWS * fU + Input[1].posWS * fV + Input[2].posWS * fW; o.vertColor = Input[0].color * fU + Input[1].color * fV + Input[2].color * fW; // initializes o.normal o.normal = float3(0, 1, 0); //Waves WaveStruct wave; SampleWaves(o.posWS, saturate(o.vertColor.r * 0.1), wave); o.normal = normalize(wave.normal.xzy); o.posWS += wave.position; //o.uv.zw -= wave.position.xz; o.clipPos = TransformWorldToHClip(o.posWS); o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS); // We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients // are packed in lightmapUVOrVertexSH to save interpolator. // The following funcions initialize OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH); OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH); o.fogFactorAndVertexLight = VertexLightingAndFog(o.normal, o.posWS, o.clipPos); // Additional data float3 viewPos = TransformWorldToView(o.posWS.xyz); o.additionalData.x = length(viewPos / viewPos.z);// distance to surface o.additionalData.y = length(ObjSpaceViewDir(vertex)); return o; } #endif // WATER_TESSELLATION_INCLUDED