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Rename positionWS to positionRWS + update shader graph template

/main
sebastienlagarde 6 年前
当前提交
c1827b93
共有 25 个文件被更改,包括 146 次插入150 次删除
  1. 1
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
  2. 36
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
  3. 20
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs
  4. 18
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
  5. 32
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
  6. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  7. 8
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl
  8. 11
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitData.hlsl
  9. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataIndividualLayer.hlsl
  10. 16
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataMeshModification.hlsl
  11. 12
      com.unity.render-pipelines.high-definition/HDRP/Material/MaterialUtilities.hlsl
  12. 12
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl
  13. 4
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/FragInputs.hlsl
  14. 6
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
  15. 4
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl
  16. 4
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDistortion.hlsl
  17. 4
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForward.hlsl
  18. 4
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
  19. 4
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  20. 7
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
  21. 15
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl
  22. 16
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/TessellationShare.hlsl
  23. 16
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VaryingMesh.hlsl
  24. 14
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VertMesh.hlsl
  25. 26
      com.unity.render-pipelines.high-definition/HDRP/ShaderVariablesFunctions.hlsl

1
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl


// space at the end of the variable name
// WS: world space
// RWS: Camera-Relative world space. A space where the translation of the camera have already been substract in order to improve precision
// VS: view space
// OS: object space
// CS: Homogenous clip spaces

36
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template


$AttributesMesh.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
$AttributesMesh.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
$AttributesMesh.color: #define ATTRIBUTES_NEED_COLOR
$VaryingsMeshToPS.positionWS: #define VARYINGS_NEED_POSITION_WS
$VaryingsMeshToPS.positionRWS: #define VARYINGS_NEED_POSITION_WS
$VaryingsMeshToPS.normalWS: #define VARYINGS_NEED_TANGENT_TO_WORLD
$VaryingsMeshToPS.texCoord0: #define VARYINGS_NEED_TEXCOORD0
$VaryingsMeshToPS.texCoord1: #define VARYINGS_NEED_TEXCOORD1

$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS;
$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);

output.worldToTangent = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
$FragInputs.positionWS: output.positionWS = input.positionWS;
$FragInputs.positionRWS: output.positionRWS = input.positionRWS;
$FragInputs.worldToTangent: output.worldToTangent = BuildWorldToTangent(input.tangentWS, input.normalWS);
$FragInputs.texCoord0: output.texCoord0 = input.texCoord0;
$FragInputs.texCoord1: output.texCoord1 = input.texCoord1;

$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 = mul((float3x3) unity_WorldToObject, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = mul((float3x3) unity_WorldToObject, output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = mul((float3x3) unity_WorldToObject, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.WorldSpacePosition: // TODO: FragInputs.positionWS is badly named -- it's camera relative, not in world space
$SurfaceDescriptionInputs.WorldSpacePosition: // we have to fix it up here to match graph input expectations
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionWS + _WorldSpaceCameraPos;
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = mul(unity_WorldToObject, float4(input.positionWS + _WorldSpaceCameraPos, 1.0f)).xyz;
$SurfaceDescriptionInputs.ViewSpacePosition: float4 posViewSpace = mul(UNITY_MATRIX_V, float4(input.positionWS, 1.0f));
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS);
$SurfaceDescriptionInputs.ViewSpacePosition: float4 posViewSpace = TransformWorldToView(input.positionRWS);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color;
$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace;

float3 bentNormalWS = surfaceData.normalWS; // TODO : make bent normals work
builtinData.opacity = surfaceDescription.Alpha;
builtinData.bakeDiffuseLighting = SampleBakedGI(fragInputs.positionWS, bentNormalWS, fragInputs.texCoord1, fragInputs.texCoord2); // see GetBuiltinData()
builtinData.bakeDiffuseLighting = SampleBakedGI(fragInputs.positionRWS, bentNormalWS, fragInputs.texCoord1, fragInputs.texCoord2); // see GetBuiltinData()
// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.

// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal
builtinData.bakeDiffuseLighting += SampleBakedGI(fragInputs.positionWS, -fragInputs.worldToTangent[2], fragInputs.texCoord1, fragInputs.texCoord2) * bsdfData.transmittance;
builtinData.bakeDiffuseLighting += SampleBakedGI(fragInputs.positionRWS, -fragInputs.worldToTangent[2], fragInputs.texCoord1, fragInputs.texCoord2) * bsdfData.transmittance;
float4 shadowMask = SampleShadowMask(fragInputs.positionWS, fragInputs.texCoord1);
float4 shadowMask = SampleShadowMask(fragInputs.positionRWS, fragInputs.texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;

20
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs


RequiredFields = new List<string>()
{
"FragInputs.worldToTangent",
"FragInputs.positionWS",
"FragInputs.positionRWS",
"FragInputs.texCoord1",
"FragInputs.texCoord2"
},

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

},
RequiredFields = new List<string>()
{
"FragInputs.positionWS",
"FragInputs.positionRWS",
},
StencilOverride = new List<string>()
{

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

RequiredFields = new List<string>()
{
"FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

RequiredFields = new List<string>()
{
// "FragInputs.worldToTangent",
// "FragInputs.positionWS",
// "FragInputs.positionRWS",
},
PixelShaderSlots = new List<int>()
{

18
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs


struct VaryingsMeshToPS
{
[Semantic("SV_Position")] Vector4 positionCS;
[Optional] Vector3 positionWS;
[Optional] Vector3 positionRWS;
[Optional] Vector3 normalWS;
[Optional] Vector4 tangentWS; // w contain mirror sign
[Optional] Vector2 texCoord0;

public static Dependency[] tessellationDependencies = new Dependency[]
{
new Dependency("VaryingsMeshToPS.positionWS", "VaryingsMeshToDS.positionWS"),
new Dependency("VaryingsMeshToPS.positionRWS", "VaryingsMeshToDS.positionRWS"),
new Dependency("VaryingsMeshToPS.normalWS", "VaryingsMeshToDS.normalWS"),
new Dependency("VaryingsMeshToPS.tangentWS", "VaryingsMeshToDS.tangentWS"),
new Dependency("VaryingsMeshToPS.texCoord0", "VaryingsMeshToDS.texCoord0"),

public static Dependency[] standardDependencies = new Dependency[]
{
new Dependency("VaryingsMeshToPS.positionWS", "AttributesMesh.positionOS"),
new Dependency("VaryingsMeshToPS.positionRWS", "AttributesMesh.positionOS"),
new Dependency("VaryingsMeshToPS.normalWS", "AttributesMesh.normalOS"),
new Dependency("VaryingsMeshToPS.tangentWS", "AttributesMesh.tangentOS"),
new Dependency("VaryingsMeshToPS.texCoord0", "AttributesMesh.uv0"),

struct VaryingsMeshToDS
{
Vector3 positionWS;
Vector3 positionRWS;
Vector3 normalWS;
[Optional] Vector4 tangentWS;
[Optional] Vector2 texCoord0;

{
public static Dependency[] dependencies = new Dependency[]
{
new Dependency("FragInputs.positionWS", "VaryingsMeshToPS.positionWS"),
new Dependency("FragInputs.positionRWS", "VaryingsMeshToPS.positionRWS"),
new Dependency("FragInputs.worldToTangent", "VaryingsMeshToPS.tangentWS"),
new Dependency("FragInputs.worldToTangent", "VaryingsMeshToPS.normalWS"),
new Dependency("FragInputs.texCoord0", "VaryingsMeshToPS.texCoord0"),

new Dependency("SurfaceDescriptionInputs.ObjectSpaceBiTangent", "SurfaceDescriptionInputs.WorldSpaceBiTangent"),
new Dependency("SurfaceDescriptionInputs.ViewSpaceBiTangent", "SurfaceDescriptionInputs.WorldSpaceBiTangent"),
new Dependency("SurfaceDescriptionInputs.WorldSpacePosition", "FragInputs.positionWS"),
new Dependency("SurfaceDescriptionInputs.ObjectSpacePosition", "FragInputs.positionWS"),
new Dependency("SurfaceDescriptionInputs.ViewSpacePosition", "FragInputs.positionWS"),
new Dependency("SurfaceDescriptionInputs.WorldSpacePosition", "FragInputs.positionRWS"),
new Dependency("SurfaceDescriptionInputs.ObjectSpacePosition", "FragInputs.positionRWS"),
new Dependency("SurfaceDescriptionInputs.ViewSpacePosition", "FragInputs.positionRWS"),
new Dependency("SurfaceDescriptionInputs.WorldSpaceViewDirection", "FragInputs.positionWS"), // we build WorldSpaceViewDirection using FragInputs.positionWS in GetWorldSpaceNormalizeViewDir()
new Dependency("SurfaceDescriptionInputs.WorldSpaceViewDirection", "FragInputs.positionRWS"), // we build WorldSpaceViewDirection using FragInputs.positionRWS in GetWorldSpaceNormalizeViewDir()
new Dependency("SurfaceDescriptionInputs.ObjectSpaceViewDirection", "SurfaceDescriptionInputs.WorldSpaceViewDirection"),
new Dependency("SurfaceDescriptionInputs.ViewSpaceViewDirection", "SurfaceDescriptionInputs.WorldSpaceViewDirection"),
new Dependency("SurfaceDescriptionInputs.TangentSpaceViewDirection", "SurfaceDescriptionInputs.WorldSpaceViewDirection"),

32
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


$AttributesMesh.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
$AttributesMesh.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
$AttributesMesh.color: #define ATTRIBUTES_NEED_COLOR
$VaryingsMeshToPS.positionWS: #define VARYINGS_NEED_POSITION_WS
$VaryingsMeshToPS.positionRWS: #define VARYINGS_NEED_POSITION_WS
$VaryingsMeshToPS.normalWS: #define VARYINGS_NEED_TANGENT_TO_WORLD
$VaryingsMeshToPS.texCoord0: #define VARYINGS_NEED_TEXCOORD0
$VaryingsMeshToPS.texCoord1: #define VARYINGS_NEED_TEXCOORD1

$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS;
$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);

output.worldToTangent = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
$FragInputs.positionWS: output.positionWS = input.positionWS;
$FragInputs.positionRWS: output.positionRWS = input.positionRWS;
$FragInputs.worldToTangent: output.worldToTangent = BuildWorldToTangent(input.tangentWS, input.normalWS);
$FragInputs.texCoord0: output.texCoord0 = input.texCoord0;
$FragInputs.texCoord1: output.texCoord1 = input.texCoord1;

$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 = mul((float3x3) unity_WorldToObject, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = mul((float3x3) unity_WorldToObject, output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = mul((float3x3) unity_WorldToObject, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.WorldSpacePosition: // TODO: FragInputs.positionWS is badly named -- it's camera relative, not in world space
$SurfaceDescriptionInputs.WorldSpacePosition: // we have to fix it up here to match graph input expectations
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionWS + _WorldSpaceCameraPos;
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = mul(unity_WorldToObject, float4(input.positionWS + _WorldSpaceCameraPos, 1.0f)).xyz;
$SurfaceDescriptionInputs.ViewSpacePosition: float4 posViewSpace = mul(UNITY_MATRIX_V, float4(input.positionWS, 1.0f));
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS);
$SurfaceDescriptionInputs.ViewSpacePosition: float4 posViewSpace = TransformWorldToView(input.positionRWS);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color;
$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace;

2
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl


#endif
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
input.positionRWS, input.worldToTangent[2].xyz, layerTexCoord);
}
void ApplyDisplacementTileScale(inout float height0, inout float height1, inout float height2, inout float height3)

8
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl


// TODO: Sample lightmap/lightprobe/volume proxy
// This should also handle projective lightmap
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, bentNormalWS, input.texCoord1, input.texCoord2);
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionRWS, bentNormalWS, input.texCoord1, input.texCoord2);
// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.

// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionRWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1);
float4 shadowMask = SampleShadowMask(input.positionRWS, input.texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;

#endif
input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, _UVMappingMaskEmissive, _UVMappingMaskEmissive,
_EmissiveColorMap_ST.xy, _EmissiveColorMap_ST.zw, float2(0.0, 0.0), float2(0.0, 0.0), 1.0, false,
input.positionWS, _TexWorldScaleEmissive,
input.positionRWS, _TexWorldScaleEmissive,
mappingType, layerTexCoord);
#ifndef LAYERED_LIT_SHADER

11
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitData.hlsl


layerTexCoord.vertexTangentWS0 = input.worldToTangent[0];
layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1];
// TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space.
float3 dPdx = ddx_fine(input.positionWS);
float3 dPdy = ddy_fine(input.positionWS);
float3 dPdx = ddx_fine(input.positionRWS);
float3 dPdy = ddy_fine(input.positionRWS);
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS;
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS;

// in function with FragInputs input as parameters
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
float3 positionRWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
{
layerTexCoord.vertexNormalWS = vertexNormalWS;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);

// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMask, _UVDetailsMappingMask,
_BaseColorMap_ST.xy, _BaseColorMap_ST.zw, _DetailMap_ST.xy, _DetailMap_ST.zw, 1.0, _LinkDetailsWithBase,
positionWS, _TexWorldScale,
positionRWS, _TexWorldScale,
mappingType, layerTexCoord);
}

#endif
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
input.positionRWS, input.worldToTangent[2].xyz, layerTexCoord);
}
#include "LitDataDisplacement.hlsl"

4
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataIndividualLayer.hlsl


// scale and bias for base and detail + global tiling factor (for layered lit only)
float2 texScale, float2 texBias, float2 texScaleDetails, float2 texBiasDetails, float additionalTiling, float linkDetailsWithBase,
// parameter for planar/triplanar
float3 positionWS, float worldScale,
float3 positionRWS, float worldScale,
// mapping type and output
int mappingType, inout LayerTexCoord layerTexCoord)
{

float2 uvXY;
float2 uvZY;
GetTriplanarCoordinate(GetAbsolutePositionWS(positionWS) * worldScale, uvXZ, uvXY, uvZY);
GetTriplanarCoordinate(GetAbsolutePositionWS(positionRWS) * worldScale, uvXZ, uvXY, uvZY);
// Planar is just XZ of triplanar
if (mappingType == UV_MAPPING_PLANAR)

16
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataMeshModification.hlsl


// Note: positionWS can be either in camera relative space or not
float3 GetVertexDisplacement(float3 positionWS, float3 normalWS, float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 vertexColor)
float3 GetVertexDisplacement(float3 positionRWS, float3 normalWS, float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 vertexColor)
GetLayerTexCoord(texCoord0, texCoord1, texCoord2, texCoord3, positionWS, normalWS, layerTexCoord);
GetLayerTexCoord(texCoord0, texCoord1, texCoord2, texCoord3, positionRWS, normalWS, layerTexCoord);
// TODO: do this algorithm for lod fetching as lod not available in vertex/domain shader
// http://www.sebastiansylvan.com/post/the-problem-with-tessellation-in-directx-11/

// Note: positionWS can be either in camera relative space or not
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS, float4 time)
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionRWS, float4 time)
positionWS += GetVertexDisplacement(positionWS, normalWS,
positionRWS += GetVertexDisplacement(positionRWS, normalWS,
#ifdef ATTRIBUTES_NEED_TEXCOORD0
input.uv0,
#else

#ifdef _VERTEX_WIND
// current wind implementation is in absolute world space
float3 rootWP = GetObjectAbsolutePositionWS();
float3 absolutePositionWS = GetAbsolutePositionWS(positionWS);
float3 absolutePositionWS = GetAbsolutePositionWS(positionRWS);
positionWS = GetCameraRelativePositionWS(absolutePositionWS);
positionRWS = GetCameraRelativePositionWS(absolutePositionWS);
#endif
}

// y - 2->0 edge
// z - 0->1 edge
// w - inside tessellation factor
void ApplyTessellationModification(VaryingsMeshToDS input, float3 normalWS, inout float3 positionWS)
void ApplyTessellationModification(VaryingsMeshToDS input, float3 normalWS, inout float3 positionRWS)
positionWS += GetVertexDisplacement(positionWS, normalWS,
positionRWS += GetVertexDisplacement(positionRWS, normalWS,
#ifdef VARYINGS_DS_NEED_TEXCOORD0
input.texCoord0,
#else

12
com.unity.render-pipelines.high-definition/HDRP/Material/MaterialUtilities.hlsl


// In unity we can have a mix of fully baked lightmap (static lightmap) + enlighten realtime lightmap (dynamic lightmap)
// for each case we can have directional lightmap or not.
// Else we have lightprobe for dynamic/moving entity. Either SH9 per object lightprobe or SH4 per pixel per object volume probe
float3 SampleBakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
float3 SampleBakedGI(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
{
// If there is no lightmap, it assume lightprobe
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)

}
else
{
// TODO: We use GetAbsolutePositionWS(positionWS) to handle the camera relative case here but this should be part of the unity_ProbeVolumeWorldToObject matrix on C++ side (sadly we can't modify it for HDRenderPipeline...)
return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), GetAbsolutePositionWS(positionWS), normalWS, unity_ProbeVolumeWorldToObject,
// TODO: We use GetAbsolutePositionWS(positionRWS) to handle the camera relative case here but this should be part of the unity_ProbeVolumeWorldToObject matrix on C++ side (sadly we can't modify it for HDRenderPipeline...)
return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), GetAbsolutePositionWS(positionRWS), normalWS, unity_ProbeVolumeWorldToObject,
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}

#endif
}
float4 SampleShadowMask(float3 positionWS, float2 uvStaticLightmap) // normalWS not use for now
float4 SampleShadowMask(float3 positionRWS, float2 uvStaticLightmap) // normalWS not use for now
{
#if defined(LIGHTMAP_ON)
float2 uv = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;

if (unity_ProbeVolumeParams.x == 1.0)
{
// TODO: We use GetAbsolutePositionWS(positionWS) to handle the camera relative case here but this should be part of the unity_ProbeVolumeWorldToObject matrix on C++ side (sadly we can't modify it for HDRenderPipeline...)
rawOcclusionMask = SampleProbeOcclusion(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), GetAbsolutePositionWS(positionWS), unity_ProbeVolumeWorldToObject,
// TODO: We use GetAbsolutePositionWS(positionRWS) to handle the camera relative case here but this should be part of the unity_ProbeVolumeWorldToObject matrix on C++ side (sadly we can't modify it for HDRenderPipeline...)
rawOcclusionMask = SampleProbeOcclusion(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), GetAbsolutePositionWS(positionRWS), unity_ProbeVolumeWorldToObject,
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}
else

12
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl


void InitializeMappingData(FragInputs input, out TextureUVMapping uvMapping)
{
float3 position = GetAbsolutePositionWS(input.positionWS);
float3 position = GetAbsolutePositionWS(input.positionRWS);
float2 uvXZ;
float2 uvXY;
float2 uvZY;

uvMapping.vertexTangentWS[0] = input.worldToTangent[0];
uvMapping.vertexBitangentWS[0] = input.worldToTangent[1];
float3 dPdx = ddx_fine(input.positionWS);
float3 dPdy = ddy_fine(input.positionWS);
float3 dPdx = ddx_fine(input.positionRWS);
float3 dPdy = ddy_fine(input.positionRWS);
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS;
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS;

builtinData.opacity = alpha;
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2);
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionRWS, surfaceData.normalWS, input.texCoord1, input.texCoord2);
// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.

// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionRWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
}
builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);

builtinData.velocity = float2(0.0, 0.0);
#ifdef SHADOWS_SHADOWMASK
float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1);
float4 shadowMask = SampleShadowMask(input.positionRWS, input.texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;

4
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/FragInputs.hlsl


// Contain value return by SV_POSITION (That is name positionCS in PackedVarying).
// xy: unormalized screen position (offset by 0.5), z: device depth, w: depth in view space
// Note: SV_POSITION is the result of the clip space position provide to the vertex shaders that is transform by the viewport
float4 positionSS; // In case depth offset is use, positionWS.w is equal to depth offset
float3 positionWS;
float4 positionSS; // In case depth offset is use, positionRWS.w is equal to depth offset
float3 positionRWS; // Relative camera space position
float2 texCoord0;
float2 texCoord1;
float2 texCoord2;

6
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl


{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
DecalSurfaceData surfaceData;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);

float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
float3 positionDS = mul(UNITY_MATRIX_I_M, float4(positionWS, 1.0)).xyz;
float3 positionDS = TransformWorldToObject(positionWS);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(matrix, _NormalToWorld);
GetSurfaceData(positionDS.xz, normalToWorld, surfaceData);
// have to do explicit test since compiler behavior is not defined for RW resources and discard instructions

4
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

4
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDistortion.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

4
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForward.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS.xyz, uint2(input.positionSS.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(input.positionSS.xy) / GetTileSize());
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

4
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

4
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

7
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassLightTransport.hlsl


output.vmesh.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
#ifdef VARYINGS_NEED_POSITION_WS
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
output.vmesh.positionWS = positionWS;
output.vmesh.positionRWS = TransformObjectToWorld(inputMesh.positionOS);
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD

FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

15
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl


#endif
}
// Transforms local position to camera relative world space
float3 TransformPreviousObjectToWorld(float3 positionOS)
{
float4x4 previousModelMatrix = ApplyCameraTranslationToMatrix(unity_MatrixPreviousM);

// It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change
// from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex.
// So motion vetor will be based on interpolate previous position at vertex level instead.
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionWS, 1.0));
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionRWS, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;

if (hasDeformation)
previousMesh.positionOS = inputPass.previousPositionOS;
previousMesh = ApplyMeshModification(previousMesh);
float3 previousPositionWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
float3 previousPositionWS = TransformPreviousObjectToWorld(hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS);
float3 previousPositionRWS = TransformPreviousObjectToWorld(hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL

#endif
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(inputMesh, normalWS, previousPositionWS, _LastTime);
ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTime);
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionWS, 1.0));
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionRWS, 1.0));
}
return PackVaryingsType(varyingsType);

FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = 0; // Avoid the division by 0
#endif

16
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/TessellationShare.hlsl


VaryingsToDS varying1 = UnpackVaryingsToDS(input[1]);
VaryingsToDS varying2 = UnpackVaryingsToDS(input[2]);
float3 p0 = varying0.vmesh.positionWS;
float3 p1 = varying1.vmesh.positionWS;
float3 p2 = varying2.vmesh.positionWS;
float3 p0 = varying0.vmesh.positionRWS;
float3 p1 = varying1.vmesh.positionRWS;
float3 p2 = varying2.vmesh.positionRWS;
float3 n0 = varying0.vmesh.normalWS;
float3 n1 = varying1.vmesh.normalWS;

// We have Phong tessellation in all case where we don't have displacement only
#ifdef _TESSELLATION_PHONG
float3 p0 = varying0.vmesh.positionWS;
float3 p1 = varying1.vmesh.positionWS;
float3 p2 = varying2.vmesh.positionWS;
float3 p0 = varying0.vmesh.positionRWS;
float3 p1 = varying1.vmesh.positionRWS;
float3 p2 = varying2.vmesh.positionRWS;
varying.vmesh.positionWS = PhongTessellation( varying.vmesh.positionWS,
varying.vmesh.positionRWS = PhongTessellation( varying.vmesh.positionRWS,
ApplyTessellationModification(varying.vmesh, varying.vmesh.normalWS, varying.vmesh.positionWS);
ApplyTessellationModification(varying.vmesh, varying.vmesh.normalWS, varying.vmesh.positionRWS);
#endif
return VertTesselation(varying);

16
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VaryingMesh.hlsl


{
float4 positionCS;
#ifdef VARYINGS_NEED_POSITION_WS
float3 positionWS;
float3 positionRWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
float3 normalWS;

output.positionCS = input.positionCS;
#ifdef VARYINGS_NEED_POSITION_WS
output.interpolators0 = input.positionWS;
output.interpolators0 = input.positionRWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD

output.positionSS = input.positionCS; // input.positionCS is SV_Position
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS.xyz = input.interpolators0.xyz;
output.positionRWS.xyz = input.interpolators0.xyz;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD

// Position and normal are always present (for tessellation) and in world space
struct VaryingsMeshToDS
{
float3 positionWS;
float3 positionRWS;
float3 normalWS;
#ifdef VARYINGS_DS_NEED_TANGENT
float4 tangentWS;

struct PackedVaryingsMeshToDS
{
float3 interpolators0 : INTERNALTESSPOS; // positionWS
float3 interpolators0 : INTERNALTESSPOS; // positionRWS
float3 interpolators1 : NORMAL; // NormalWS
#ifdef VARYINGS_DS_NEED_TANGENT

UNITY_TRANSFER_INSTANCE_ID(input, output);
output.interpolators0 = input.positionWS;
output.interpolators0 = input.positionRWS;
output.interpolators1 = input.normalWS;
#ifdef VARYINGS_DS_NEED_TANGENT
output.interpolators2 = input.tangentWS;

UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionWS = input.interpolators0;
output.positionRWS = input.interpolators0;
output.normalWS = input.interpolators1;
#ifdef VARYINGS_DS_NEED_TANGENT
output.tangentWS = input.interpolators2;

UNITY_TRANSFER_INSTANCE_ID(input0, output);
TESSELLATION_INTERPOLATE_BARY(positionWS, baryCoords);
TESSELLATION_INTERPOLATE_BARY(positionRWS, baryCoords);
TESSELLATION_INTERPOLATE_BARY(normalWS, baryCoords);
#ifdef VARYINGS_DS_NEED_TANGENT
// This will interpolate the sign but should be ok in practice as we may expect a triangle to have same sign (? TO CHECK)

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


UNITY_TRANSFER_INSTANCE_ID(input, output);
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(input.positionOS);
float3 positionRWS = TransformObjectToWorld(input.positionOS);
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#else

// Do vertex modification in camera relative space (if enable)
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(input, normalWS, positionWS, _Time);
ApplyVertexModification(input, normalWS, positionRWS, _Time);
output.positionWS = positionWS;
output.positionRWS = positionRWS;
output.normalWS = normalWS;
#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT)
output.tangentWS = tangentWS;

output.positionWS = positionWS;
output.positionRWS = positionRWS;
output.positionCS = TransformWorldToHClip(positionWS);
output.positionCS = TransformWorldToHClip(positionRWS);
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.normalWS = normalWS;
output.tangentWS = tangentWS;

UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionCS = TransformWorldToHClip(input.positionWS);
output.positionCS = TransformWorldToHClip(input.positionRWS);
output.positionWS = input.positionWS;
output.positionRWS = input.positionRWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD

26
com.unity.render-pipelines.high-definition/HDRP/ShaderVariablesFunctions.hlsl


#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
// This function always return the absolute position in WS either the CameraRelative mode is enabled or not
float3 GetAbsolutePositionWS(float3 positionWS)
float3 GetAbsolutePositionWS(float3 positionRWS)
positionWS += _WorldSpaceCameraPos;
positionRWS += _WorldSpaceCameraPos;
return positionWS;
return positionRWS;
}
// This function always return the camera relative position in WS either the CameraRelative mode is enabled or not

return unity_WorldTransformParams.w;
}
float3 TransformWorldToView(float3 positionWS)
float3 TransformWorldToView(float3 positionRWS)
return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
return mul(GetWorldToViewMatrix(), float4(positionRWS, 1.0)).xyz;
}
float3 TransformObjectToWorld(float3 positionOS)

float3 TransformWorldToObject(float3 positionWS)
float3 TransformWorldToObject(float3 positionRWS)
return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
return mul(GetWorldToObjectMatrix(), float4(positionRWS, 1.0)).xyz;
}
float3 TransformObjectToWorldDir(float3 dirOS)

}
// Tranforms position from world space to homogenous space
float4 TransformWorldToHClip(float3 positionWS)
float4 TransformWorldToHClip(float3 positionRWS)
return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
return mul(GetWorldToHClipMatrix(), float4(positionRWS, 1.0));
}
// Tranforms vector from world space to homogenous space

}
// Computes the world space view direction (pointing towards the viewer).
float3 GetWorldSpaceViewDir(float3 positionWS)
float3 GetWorldSpaceViewDir(float3 positionRWS)
return GetCurrentViewPosition() - positionWS;
return GetCurrentViewPosition() - positionRWS;
}
else
{

}
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
float3 GetWorldSpaceNormalizeViewDir(float3 positionRWS)
return normalize(GetWorldSpaceViewDir(positionWS));
return normalize(GetWorldSpaceViewDir(positionRWS));
}
float3x3 CreateWorldToTangent(float3 normal, float3 tangent, float flipSign)

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