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HDRenderPipeline: Try to improve vertex side of thing

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sebastienlagarde 8 年前
当前提交
89300656
共有 1 个文件被更改,包括 122 次插入50 次删除
  1. 172
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl

172
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl


#error Undefine_SHADERPASS
#endif
// Check if Alpha test is enabled. If it is, check if parallax is enabled on this material
#define NEED_TEXCOORD0 1 // defined(_ALPHATEST_ON)
#define NEED_TANGENT_TO_WORLD 1 // NEED_TEXCOORD0 && (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) TEMP!!!: until we fix tessellation so it can access normalOS
#define ATTRIBUTES_TESSELATION_WANT_UV (defined(TESSELLATION_ON) && (defined(_TESSELATION_DISPLACEMENT) || defined(_TESSELATION_DISPLACEMENT_PHONG)))
// When modifying this structure, update the tessellation code below
#define ATTRIBUTES_WANT_NORMAL defined(TESSELLATION_ON) || (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT))
#define ATTRIBUTES_WANT_TANGENT defined(TESSELLATION_ON) || (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT))
#define ATTRIBUTES_WANT_UV0 ATTRIBUTES_TESSELATION_WANT_UV || defined(_ALPHATEST_ON))
#define ATTRIBUTES_WANT_UV1 (WANT_UV0) && !defined(LAYERED_LIT_SHADER) // Layered shader can use any UV
#define ATTRIBUTES_WANT_UV2 (WANT_UV0 && _REQUIRE_UV2_OR_UV3) && !defined(LAYERED_LIT_SHADER) // Layered shader can use any UV
#define ATTRIBUTES_WANT_UV3 ATTRIBUTES_WANT_UV2
float3 positionOS : POSITION;
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
float3 positionOS : POSITION;
#if ATTRIBUTES_WANT_NORMAL
float3 normalOS : NORMAL;
#endif
#if ATTRIBUTES_WANT_UV0
float2 uv0 : TEXCOORD0;
#endif
#if ATTRIBUTES_WANT_UV1
float2 uv1 : TEXCOORD1;
#endif
#if ATTRIBUTES_WANT_UV2
float2 uv2 : TEXCOORD2;
#endif
#if ATTRIBUTES_WANT_UV3
float2 uv3 : TEXCOORD3;
#endif
#if ATTRIBUTES_WANT_TANGENT
float4 tangentOS : TANGENT; // Always present as we require it also in case of anisotropic lighting
#if NEED_TANGENT_TO_WORLD
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if ATTRIBUTES_WANT_COLOR
float4 color : COLOR;
// UNITY_INSTANCE_ID
#ifdef TESSELLATION_ON
// Copy paste of above struct with POSITION rename to INTERNALTESSPOS (internal of unity shader compiler)
struct AttributesTessellation
#define VARYINGDS_WANT_TEXCOORD0 ATTRIBUTES_WANT_UV0
struct VaryingsDS
float3 positionOS : INTERNALTESSPOS;
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
float3 positionWS;
#ifdef VARYINGDS_WANT_TEXCOORD0
float2 texCoord0;
#if NEED_TANGENT_TO_WORLD
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#ifdef VARYINGDS_WANT_TEXCOORD1
float2 texCoord1;
#endif
#ifdef VARYINGDS_WANT_TEXCOORD2
float2 texCoord2;
#endif
#ifdef VARYINGDS_WANT_TEXCOORD3
float2 texCoord2;
#endif
#ifdef VARYINGDS_WANT_TANGENT_TO_WORLD
float3 tangentToWorld[3];
#endif
#ifdef VARYINGDS_WANT_COLOR
float4 color;
AttributesTessellation AttributesToAttributesTessellation(Attributes input)
struct PackedVaryingsDS
AttributesTessellation output;
output.positionOS = input.positionOS;
#if NEED_TEXCOORD0
output.uv0 = input.uv0;
#if VARYING_DS_WANT_TEXCOORD0 || VARYING_DS_WANT_TEXCOORD1
float4 interpolators1 : TEXCOORD1;
#if NEED_TANGENT_TO_WORLD
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#if VARYING_DS_WANT_TEXCOORD2 || VARYING_DS_WANT_TEXCOORD3
float4 interpolators2 : TEXCOORD2;
#if VARYING_DS_WANT_TANGENT_TO_WORLD
// if present, pack positionWS
float4 interpolators3 : TEXCOORD3;
float4 interpolators4 : TEXCOORD4;
float4 interpolators5 : TEXCOORD5;
#else
float3 interpolators0 : TEXCOORD0; // positionWS
#endif
#if VARYING_DS_WANT_COLOR
float4 interpolators6 : TEXCOORD6;
#endif
};
return output;
}
#define VARYING_WANT_WORLDPOS
#define VARYING_WANT_TEXCOORD0
#define VARYING_WANT_TEXCOORD1
#define VARYING_WANT_TEXCOORD2
#define VARYING_WANT_TEXCOORD3
Attributes AttributesTessellationToAttributes(AttributesTessellation input)
struct Varyings
Attributes output;
output.positionOS = input.positionOS;
#if NEED_TEXCOORD0
output.uv0 = input.uv0;
float4 positionCS;
#ifdef VARYING_WANT_WORLDPOS
float3 positionWS;
#endif
#ifdef VARYING_WANT_TEXCOORD0
float2 texCoord0;
#endif
#ifdef VARYING_WANT_TEXCOORD1
float2 texCoord1;
#endif
#ifdef VARYING_WANT_TEXCOORD2
float2 texCoord2;
#if NEED_TANGENT_TO_WORLD
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#ifdef VARYING_WANT_TEXCOORD3
float2 texCoord2;
float3 tangentToWorld[3];
float4 color;
};
return output;
}
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if defined(VARYING_WANT_TEXCOORD0) || defined(VARYING_WANT_TEXCOORD1)
float4 interpolators1 : TEXCOORD1;
#endif
#if defined(VARYING_WANT_TEXCOORD2) || defined(VARYING_WANT_TEXCOORD3)
float4 interpolators2 : TEXCOORD2;
#endif
#if defined(VARYING_WANT_TANGENT_TO_WORLD)
#ifdef VARYING_WANT_WORLDPOS
// if present, pack positionWS
float4 interpolators3 : TEXCOORD3;
float4 interpolators4 : TEXCOORD4;
float4 interpolators5 : TEXCOORD5;
#else
float3 interpolators3 : TEXCOORD3;
float3 interpolators4 : TEXCOORD4;
float3 interpolators5 : TEXCOORD5;
#endif
#else
#ifdef VARYING_WANT_WORLDPOS
float4 interpolators1 : TEXCOORD0;
#endif
#endif
#ifdef VARYING_WANT_COLOR
float4 interpolators6 : TEXCOORD6;
#endif
};
#ifdef TESSELLATION_ON
AttributesTessellation InterpolateWithBaryCoords(AttributesTessellation input0, AttributesTessellation input1, AttributesTessellation input2, float3 baryCoords)
{

}
#endif // TESSELLATION_ON
struct Varyings
{
float4 positionCS;
#if NEED_TEXCOORD0
float2 texCoord0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 positionWS;
float3 tangentToWorld[3];
#endif
};
struct PackedVaryings
{

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