//------------------------------------------------------------------------------------- // FragInputs // This structure gather all possible varying/interpolator for this shader. //------------------------------------------------------------------------------------- #include "../Debug/MaterialDebug.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 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; float2 texCoord3; float4 color; // vertex color // TODO: confirm with Morten following statement // Our TBN is orthogonal but is maybe not orthonormal in order to be compliant with external bakers (Like xnormal that use mikktspace). // (xnormal for example take into account the interpolation when baking the normal and normalizing the tangent basis could cause distortion). // When using worldToTangent with surface gradient, it doesn't normalize the tangent/bitangent vector (We instead use exact same scale as applied to interpolated vertex normal to avoid breaking compliance). // this mean that any usage of worldToTangent[1] or worldToTangent[2] outside of the context of normal map (like for POM) must normalize the TBN (TCHECK if this make any difference ?) // When not using surface gradient, each vector of worldToTangent are normalize (TODO: Maybe they should not even in case of no surface gradient ? Ask Morten) float3x3 worldToTangent; // For two sided lighting bool isFrontFace; }; 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.worldToTangent[0].xyz * 0.5 + 0.5; break; case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS: result = input.worldToTangent[1].xyz * 0.5 + 0.5; break; case DEBUGVIEWVARYING_VERTEX_NORMAL_WS: result = input.worldToTangent[2].xyz * 0.5 + 0.5; break; case DEBUGVIEWVARYING_VERTEX_COLOR: result = input.color.rgb; needLinearToSRGB = true; break; case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA: result = input.color.aaa; break; } }