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Merge pull request #1669 from Unity-Technologies/add-macro-to-prevent-wrong-matrix-use

Add macro to show error when using unity_ObjectToWorld/unity_WorldToO…
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GitHub 7 年前
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a582140e
共有 5 个文件被更改,包括 17 次插入10 次删除
  1. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
  2. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
  3. 14
      com.unity.render-pipelines.high-definition/HDRP/ShaderVariables.hlsl
  4. 3
      com.unity.render-pipelines.high-definition/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl
  5. 2
      com.unity.render-pipelines.high-definition/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl

4
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template


ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.worldToTangent[2].xyz);
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) unity_ObjectToWorld); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale
$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.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);

4
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.worldToTangent[2].xyz);
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) unity_ObjectToWorld); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale
$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.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);

14
com.unity.render-pipelines.high-definition/HDRP/ShaderVariables.hlsl


#endif
}
// Define Model Matrix Macro
// Note: In order to be able to define our macro to forbid usage of unity_ObjectToWorld/unity_WorldToObject
// We need to declare inline function. Using uniform directly mean they are expand with the macro
float4x4 GetUnityObjectToWorld() { return unity_ObjectToWorld; }
float4x4 GetUnityWorldToObject() { return unity_WorldToObject; }
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(GetUnityObjectToWorld())
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(GetUnityWorldToObject())
#define unity_ObjectToWorld Use_Macro_UNITY_MATRIX_M_instead_of_unity_ObjectToWorld
#define unity_WorldToObject Use_Macro_UNITY_MATRIX_I_M_instead_of_unity_WorldToObject
// Define View/Projection matrix macro
// This define allow to tell to unity instancing that we will use our camera relative functions (ApplyCameraTranslationToMatrix and ApplyCameraTranslationToInverseMatrix) for the model view matrix
#define MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING

3
com.unity.render-pipelines.high-definition/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl


#ifndef UNITY_SHADER_VARIABLES_MATRIX_DEFS_HDCAMERA_INCLUDED
#define UNITY_SHADER_VARIABLES_MATRIX_DEFS_HDCAMERA_INCLUDED
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(unity_ObjectToWorld)
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(unity_WorldToObject)
#if defined(USING_STEREO_MATRICES)
#define UNITY_MATRIX_V _ViewMatrixStereo[unity_StereoEyeIndex]

2
com.unity.render-pipelines.high-definition/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl


#ifndef UNITY_SHADER_VARIABLES_MATRIX_DEFS_LEGACY_UNITY_INCLUDED
#define UNITY_SHADER_VARIABLES_MATRIX_DEFS_LEGACY_UNITY_INCLUDED
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(unity_ObjectToWorld)
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(unity_WorldToObject)
#define UNITY_MATRIX_V unity_MatrixV
#define UNITY_MATRIX_I_V unity_MatrixInvV
#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)

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