#if (SHADERPASS != SHADERPASS_DBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DBUFFER_MESH) #error SHADERPASS_is_not_correctly_define #endif #include "VertMesh.hlsl" void MeshDecalsPositionZBias(inout VaryingsToPS input) { #if defined(UNITY_REVERSED_Z) input.vmesh.positionCS.z -= _DecalMeshDepthBias * input.vmesh.positionCS.w; #else input.vmesh.positionCS.z += _DecalMeshDepthBias * input.vmesh.positionCS.w; #endif } PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) MeshDecalsPositionZBias(varyingsType); #endif return PackVaryingsType(varyingsType); } void Frag( PackedVaryingsToPS packedInput, OUTPUT_DBUFFER(outDBuffer) ) { 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); // Transform from relative world space to decal space (DS) to clip the decal float3 positionDS = TransformWorldToObject(posInput.positionWS); positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5f, 0.5); clip(positionDS); // clip negative value clip(1.0 - positionDS); // Clip value above one 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 if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f))) { #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) GetSurfaceData(input, surfaceData); #endif uint oldVal = UnpackByte(_DecalHTile[input.positionSS.xy / 8]); oldVal |= surfaceData.HTileMask; _DecalHTile[input.positionSS.xy / 8] = PackByte(oldVal); #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) } #endif ENCODE_INTO_DBUFFER(surfaceData, outDBuffer); }