//------------------------------------------------------------------------------------- // FragInputs // This structure gather all possible varying/interpolator for this shader. //------------------------------------------------------------------------------------- #include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs.hlsl" struct FragInputs { // 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 unPositionSS; // In case depth offset is use, positionWS.w is equal to depth offset float3 positionWS; float2 texCoord0; float2 texCoord1; float2 texCoord2; float2 texCoord3; float3 tangentToWorld[3]; float4 vertexColor; // CAUTION: Only use with velocity currently, null else // Note: Z component is not use currently // This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in unPositionSS float4 positionCS; float4 previousPositionCS; // end velocity specific // For two sided lighting bool isFrontFace; }; void ApplyDepthOffsetVS(float depthOffset, inout FragInputs fragInput) { fragInput.positionCS.w += depthOffset; fragInput.previousPositionCS.w += depthOffset; } void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEWVARYING_TEXCOORD0: result = float3(input.texCoord0, 0.0); break; case DEBUGVIEWVARYING_TEXCOORD1: result = float3(input.texCoord1, 0.0); break; case DEBUGVIEWVARYING_TEXCOORD2: result = float3(input.texCoord2, 0.0); break; case DEBUGVIEWVARYING_TEXCOORD3: result = float3(input.texCoord3, 0.0); break; case DEBUGVIEWVARYING_VERTEX_TANGENT_WS: result = input.tangentToWorld[0].xyz * 0.5 + 0.5; break; case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS: result = input.tangentToWorld[1].xyz * 0.5 + 0.5; break; case DEBUGVIEWVARYING_VERTEX_NORMAL_WS: result = input.tangentToWorld[2].xyz * 0.5 + 0.5; break; case DEBUGVIEWVARYING_VERTEX_COLOR: result = input.vertexColor.rgb; needLinearToSRGB = true; break; case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA: result = input.vertexColor.aaa; break; } }