Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#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
float4 color : TEXCOORD2; // vertex color
//float2 preWaveSP : TEXCOORD2; // screen position of the verticies before wave distortion
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct HS_ConstantOutput
{
float TessFactor[3] : SV_TessFactor;
float InsideTessFactor : SV_InsideTessFactor;
};
///////////////////////////////////////////////////////////////////////////////
// Tessellation functions //
///////////////////////////////////////////////////////////////////////////////
half _TessellationEdgeLength;
float TessellationEdgeFactor (float3 p0, float3 p1)
{
float edgeLength = distance(p0, p1);
float3 edgeCenter = (p0 + p1) * 0.5;
float 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<TessellationControlPoint, 3> Input )
{
float3 p0 = TransformObjectToWorld(Input[0].vertex.xyz);
float3 p1 = TransformObjectToWorld(Input[1].vertex.xyz);
float3 p2 = TransformObjectToWorld(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<TessellationControlPoint, 3> Input, uint uCPID : SV_OutputControlPointID )
{
return Input[uCPID];
}
// Domain: replaces vert for tessellation version
[domain("tri")]
WaterVertexOutput Domain( HS_ConstantOutput HSConstantData, const OutputPatch<TessellationControlPoint, 3> Input, float3 BarycentricCoords : SV_DomainLocation)
{
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
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.shadowCoord = ComputeScreenPos(o.clipPos);
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
length(GetCameraPositionWS().xyz - o.posWS);
o.additionalData.z = wave.position.y / _MaxWaveHeight; // encode the normalized wave height into additional data
o.additionalData.w = wave.position.x + wave.position.z;
return o;
}
#endif // WATER_TESSELLATION_INCLUDED