您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
75 行
4.3 KiB
75 行
4.3 KiB
// 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__
|