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Fix for unlit screen position, and tangent world space

/main
Chris Tchou 6 年前
当前提交
3fa2a503
共有 2 个文件被更改,包括 8 次插入10 次删除
  1. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
  2. 13
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template

5
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template


$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
$SurfaceDescriptionInputs.WorldSpaceTangent output.WorldSpaceTangent = input.worldToTangent[0].xyz;
$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.worldToTangent[0].xyz;
$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = mul((float3x3) unity_WorldToObject, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);

$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
// TODO: positionSS is SV_Position, graph input expects screenPosition to be 0..1 across the active viewport (?)
$SurfaceDescriptionInputs.ScreenPosition: float4 clipPos = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = clipPos; // float4(clipPos.x * _ScreenSize.x, clipPos.y * _ScreenSize.y, clipPos.zw); // wtf?
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.uv0: output.uv0 = float4(input.texCoord0, 0.0f, 0.0f);
$SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f);

13
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


//-------------------------------------------------------------------------------------
// End Defines
//-------------------------------------------------------------------------------------
#include "ShaderGraphLibrary/Functions.hlsl"
#include "HDRP/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "HDRP/Debug/DebugDisplay.hlsl"

$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = TransformWorldToHClip(output.WorldSpacePosition) * 0.5 + 0.5;
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
$VertexDescriptionInputs.uv0: output.uv0 = float4(input.uv0, 0.0f, 0.0f);
$VertexDescriptionInputs.uv1: output.uv1 = float4(input.uv1, 0.0f, 0.0f);
$VertexDescriptionInputs.uv2: output.uv2 = float4(input.uv2, 0.0f, 0.0f);

$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
$SurfaceDescriptionInputs.WorldSpaceTangent output.WorldSpaceTangent = input.worldToTangent[0].xyz;
$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.worldToTangent[0].xyz;
$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = mul((float3x3) unity_WorldToObject, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);

$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
// TODO: positionSS is SV_Position, graph input expects screenPosition to be 0..1 across the active viewport (?)
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = input.positionSS;
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.uv0: output.uv0 = float4(input.texCoord0, 0.0f, 0.0f);
$SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f);

// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
#endif
$AlphaTest: DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);

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