FragInputs BuildFragInputs(VaryingsMeshToPS input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.worldToTangent = k_identity3x3; output.positionSS = input.positionCS; // input.positionCS is SV_Position $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; $FragInputs.texCoord2: output.texCoord2 = input.texCoord2; $FragInputs.texCoord3: output.texCoord3 = input.texCoord3; $FragInputs.color: output.color = input.color; #if SHADER_STAGE_FRAGMENT $FragInputs.isFrontFace: output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); // TODO: SHADER_STAGE_FRAGMENT only #endif // SHADER_STAGE_FRAGMENT return output; } SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); $SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.worldToTangent[2].xyz); $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale $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 = TransformWorldToObjectDir(output.WorldSpaceTangent); $SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); $SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.worldToTangent[1].xyz; $SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); $SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); $SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS); $SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); $SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection); $SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(input.positionRWS); $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); $SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS); $SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x); $SurfaceDescriptionInputs.uv0: output.uv0 = float4(input.texCoord0, 0.0f, 0.0f); $SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f); $SurfaceDescriptionInputs.uv2: output.uv2 = float4(input.texCoord2, 0.0f, 0.0f); $SurfaceDescriptionInputs.uv3: output.uv3 = float4(input.texCoord3, 0.0f, 0.0f); $SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color; $SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; return output; } // existing HDRP code uses the combined function to go directly from packed to frag inputs FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) { VaryingsMeshToPS unpacked= UnpackVaryingsMeshToPS(input); return BuildFragInputs(unpacked); }