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44 行
4.6 KiB
44 行
4.6 KiB
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
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{
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SurfaceDescriptionInputs output;
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ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
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$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = input.normalWS;
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$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale
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$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
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$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
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$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.tangentWS.xyz;
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$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);
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$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
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$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.bitangentWS;
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$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent);
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$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
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$SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
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$SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = input.viewDirectionWS; //TODO: by default normalized in HD, but not in universal
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$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionWS;
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$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
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$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionWS);
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$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePosition:output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
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$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
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$SurfaceDescriptionInputs.uv0: output.uv0 = input.texCoord0;
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$SurfaceDescriptionInputs.uv1: output.uv1 = input.texCoord1;
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$SurfaceDescriptionInputs.uv2: output.uv2 = input.texCoord2;
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$SurfaceDescriptionInputs.uv3: output.uv3 = input.texCoord3;
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$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color;
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$SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
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#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
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#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
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#else
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#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
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#endif
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$SurfaceDescriptionInputs.FaceSign: BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
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#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
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return output;
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}
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