float3 GetVertexDisplacement(float3 positionWS, float3 normalWS, float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 vertexColor) { // This call will work for both LayeredLit and Lit shader LayerTexCoord layerTexCoord; ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); GetLayerTexCoord(texCoord0, texCoord1, texCoord2, texCoord3, positionWS, 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/ float lod = 0.0; return ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod) * normalWS; } void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS) { #if defined(_VERTEX_DISPLACEMENT) positionWS += GetVertexDisplacement(positionWS, normalWS, #ifdef ATTRIBUTES_NEED_TEXCOORD0 input.uv0, #else float2(0.0, 0.0), #endif #ifdef ATTRIBUTES_NEED_TEXCOORD1 input.uv1, #else float2(0.0, 0.0), #endif #ifdef ATTRIBUTES_NEED_TEXCOORD2 input.uv2, #else float2(0.0, 0.0), #endif #ifdef ATTRIBUTES_NEED_TEXCOORD3 input.uv3, #else float2(0.0, 0.0), #endif #ifdef ATTRIBUTES_NEED_COLOR input.color #else float4(0.0, 0.0, 0.0, 0.0) #endif ); #endif #ifdef _VERTEX_WIND float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz; ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, _Time); #endif } #ifdef TESSELLATION_ON float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2) { float maxDisplacement = GetMaxDisplacement(); // For tessellation we want to process tessellation factor always from the point of view of the camera (to be consistent and avoid Z-fight). // For the culling part however we want to use the current view (shadow view). // Thus the following code play with both. float frustumEps = -maxDisplacement; bool3 frustumCullEdgesMainView = CullTriangleEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane #if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS) bool frustumCullCurrView = all(frustumCullEdgesMainView); #else // 'unity_CameraWorldClipPlanes' are camera-relative rendering aware. bool frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, unity_CameraWorldClipPlanes, 4); // Do not test near/far planes #endif bool faceCull = false; #ifndef _DOUBLESIDED_ON if (_TessellationBackFaceCullEpsilon > -1.0) // Is back-face culling enabled ? { // Handle transform mirroring (like negative scaling) float winding = unity_WorldTransformParams.w; faceCull = CullTriangleBackFace(p0, p1, p2, _TessellationBackFaceCullEpsilon, GetCurrentViewPosition(), winding); // Use shadow view } #endif if (frustumCullCurrView || faceCull) { // Settings factor to 0 will kill the triangle return 0; } // For performance reasons, we choose not to tessellate outside of the main camera view // (we perform this test both during the regular scene rendering and the shadow pass). // For edges not visible from the main view, our goal is to set the tessellation factor to 1. // In this case, we set the tessellation factor to 0 here. // That way, all scaling of this tessellation factor will still result in 0. // Before we call CalcTriTessFactorsFromEdgeTessFactors(), all factors are clamped by max(f, 1), // which achieves the desired effect. float3 edgeTessFactors = float3(frustumCullEdgesMainView.x ? 0 : 1, frustumCullEdgesMainView.y ? 0 : 1, frustumCullEdgesMainView.z ? 0 : 1); // Adaptive screen space tessellation if (_TessellationFactorTriangleSize > 0.0) { // return a value between 0 and 1 edgeTessFactors *= GetScreenSpaceTessFactor( p0, p1, p2, _ViewProjMatrix, _ScreenSize, _TessellationFactorTriangleSize); // Use primary camera view } // Distance based tessellation if (_TessellationFactorMaxDistance > 0.0) { float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, GetPrimaryCameraPosition(), _TessellationFactorMinDistance, _TessellationFactorMaxDistance); // Use primary camera view // We square the disance factor as it allow a better percptual descrease of vertex density. edgeTessFactors *= distFactor * distFactor; } edgeTessFactors *= _TessellationFactor; // TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0 edgeTessFactors = max(edgeTessFactors, float3(1.0, 1.0, 1.0)); return CalcTriTessFactorsFromEdgeTessFactors(edgeTessFactors); } // tessellationFactors // x - 1->2 edge // y - 2->0 edge // z - 0->1 edge // w - inside tessellation factor void ApplyTessellationModification(VaryingsMeshToDS input, float3 normalWS, inout float3 positionWS) { #if defined(_TESSELLATION_DISPLACEMENT) positionWS += GetVertexDisplacement(positionWS, normalWS, #ifdef VARYINGS_DS_NEED_TEXCOORD0 input.texCoord0, #else float2(0.0, 0.0), #endif #ifdef VARYINGS_DS_NEED_TEXCOORD1 input.texCoord1, #else float2(0.0, 0.0), #endif #ifdef VARYINGS_DS_NEED_TEXCOORD2 input.texCoord2, #else float2(0.0, 0.0), #endif #ifdef VARYINGS_DS_NEED_TEXCOORD3 input.texCoord3, #else float2(0.0, 0.0), #endif #ifdef VARYINGS_DS_NEED_COLOR input.color #else float4(0.0, 0.0, 0.0, 0.0) #endif ); #endif // _TESSELLATION_DISPLACEMENT } #endif // #ifdef TESSELLATION_ON