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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// This structure abstract uv mapping inside one struct.
// It represent a mapping of any uv (with its associated tangent space for derivative if SurfaceGradient mode) - UVSet0 to 4, planar, triplanar
#ifndef __SAMPLEUVMAPPING_HLSL__
#define __SAMPLEUVMAPPING_HLSL__
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#define UV_MAPPING_UVSET 0
#define UV_MAPPING_PLANAR 1
#define UV_MAPPING_TRIPLANAR 2
struct UVMapping
{
int mappingType;
float2 uv; // Current uv or planar uv
// Triplanar specific
float2 uvZY;
float2 uvXZ;
float2 uvXY;
float3 normalWS; // vertex normal
float3 triplanarWeights;
#ifdef SURFACE_GRADIENT
// tangent basis to use when mappingType is UV_MAPPING_UVSET
// these are vertex level in world space
float3 tangentWS;
float3 bitangentWS;
// TODO: store also object normal map for object triplanar
#endif
};
// Multiple includes of the file to handle all variations of textures sampling for regular, lod and bias
// Regular sampling functions
#define ADD_FUNC_SUFFIX(Name) Name
#define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, unused) SAMPLE_TEXTURE2D(textureName, samplerName, uvMapping)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl"
#undef ADD_FUNC_SUFFIX
#undef SAMPLE_TEXTURE_FUNC
// Lod sampling functions
#define ADD_FUNC_SUFFIX(Name) Name##Lod
#define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, uvMapping, lod)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl"
#undef ADD_FUNC_SUFFIX
#undef SAMPLE_TEXTURE_FUNC
// Bias sampling functions
#define ADD_FUNC_SUFFIX(Name) Name##Bias
#define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, bias) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, uvMapping, bias)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl"
#undef ADD_FUNC_SUFFIX
#undef SAMPLE_TEXTURE_FUNC
// Macro to improve readibility of surface data
#define SAMPLE_UVMAPPING_TEXTURE2D(textureName, samplerName, uvMapping) SampleUVMapping(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, 0.0) // Last 0.0 is unused
#define SAMPLE_UVMAPPING_TEXTURE2D_LOD(textureName, samplerName, uvMapping, lod) SampleUVMappingLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, lod)
#define SAMPLE_UVMAPPING_TEXTURE2D_BIAS(textureName, samplerName, uvMapping, bias) SampleUVMappingBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, bias)
#define SAMPLE_UVMAPPING_NORMALMAP(textureName, samplerName, uvMapping, scale) SampleUVMappingNormal(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, 0.0)
#define SAMPLE_UVMAPPING_NORMALMAP_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, lod)
#define SAMPLE_UVMAPPING_NORMALMAP_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, bias)
#define SAMPLE_UVMAPPING_NORMALMAP_AG(textureName, samplerName, uvMapping, scale) SampleUVMappingNormalAG(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, 0.0)
#define SAMPLE_UVMAPPING_NORMALMAP_AG_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalAGLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, lod)
#define SAMPLE_UVMAPPING_NORMALMAP_AG_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalAGBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, bias)
#define SAMPLE_UVMAPPING_NORMALMAP_RGB(textureName, samplerName, uvMapping, scale) SampleUVMappingNormalRGB(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, 0.0)
#define SAMPLE_UVMAPPING_NORMALMAP_RGB_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalRGBLod(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, lod)
#define SAMPLE_UVMAPPING_NORMALMAP_RGB_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalRGBBias(TEXTURE2D_ARGS(textureName, samplerName), uvMapping, scale, bias)
#endif //__SAMPLEUVMAPPING_HLSL__