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Fixing view direction and screen position in unlit master node

/main
Chris Tchou 6 年前
当前提交
48ca0fbe
共有 1 个文件被更改,包括 11 次插入13 次删除
  1. 24
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template

24
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
// TODO: support view direction in vertex shader
// $VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS);
// $VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = mul((float3x3) unity_WorldToObject, output.WorldSpaceViewDirection);
// $VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceViewDirection);
// $VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
// $VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
// TODO: positionSS is SV_Position, graph input expects screenPosition to be 0..1 across the active viewport (?)
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = 0.0f; // need to calculate projected screen position
$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);
$VertexDescriptionInputs.uv3: output.uv3 = float4(input.uv3, 0.0f, 0.0f);
$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color;
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = TransformWorldToHClip(output.WorldSpacePosition);
$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);
$VertexDescriptionInputs.uv3: output.uv3 = float4(input.uv3, 0.0f, 0.0f);
$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color;
return output;
}

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