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struct AttributesMesh
{
float3 positionOS : POSITION;
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalOS : NORMAL;
#endif
#ifdef ATTRIBUTES_NEED_TANGENT
float4 tangentOS : TANGENT; // Store sign in w
#endif
#ifdef ATTRIBUTES_NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
#endif
#ifdef ATTRIBUTES_NEED_TEXCOORD1
float2 uv1 : TEXCOORD1;
#endif
#ifdef ATTRIBUTES_NEED_TEXCOORD2
float2 uv2 : TEXCOORD2;
#endif
#ifdef ATTRIBUTES_NEED_TEXCOORD3
float2 uv3 : TEXCOORD3;
#endif
#ifdef ATTRIBUTES_NEED_COLOR
float4 color : COLOR;
#endif
// UNITY_INSTANCE_ID
};
struct VaryingsMeshToPS
{
float4 positionCS;
#ifdef VARYINGS_NEED_POSITION_WS
float3 positionWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
float3 normalWS;
float4 tangentWS; // w contain mirror sign
#endif
#ifdef VARYINGS_NEED_TEXCOORD0
float2 texCoord0;
#endif
#ifdef VARYINGS_NEED_TEXCOORD1
float2 texCoord1;
#endif
#ifdef VARYINGS_NEED_TEXCOORD2
float2 texCoord2;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
float2 texCoord3;
#endif
#ifdef VARYINGS_NEED_COLOR
float4 color;
#endif
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
#ifdef VARYINGS_NEED_POSITION_WS
float3 interpolators0 : TEXCOORD0;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
float3 interpolators1 : TEXCOORD1;
float4 interpolators2 : TEXCOORD2;
#endif
// Allocate only necessary space if shader compiler in the future are able to automatically pack
#ifdef VARYINGS_NEED_TEXCOORD1
float4 interpolators3 : TEXCOORD3;
#elif defined(VARYINGS_NEED_TEXCOORD0)
float2 interpolators3 : TEXCOORD3;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
float4 interpolators4 : TEXCOORD4;
#elif defined(VARYINGS_NEED_TEXCOORD2)
float2 interpolators4 : TEXCOORD4;
#endif
#ifdef VARYINGS_NEED_COLOR
float4 interpolators5 : TEXCOORD5;
#endif
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryingsMeshToPS PackVaryingsMeshToPS(VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
output.positionCS = input.positionCS;
#ifdef VARYINGS_NEED_POSITION_WS
output.interpolators0 = input.positionWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.interpolators1 = input.normalWS;
output.interpolators2 = input.tangentWS;
#endif
#ifdef VARYINGS_NEED_TEXCOORD0
output.interpolators3.xy = input.texCoord0;
#endif
#ifdef VARYINGS_NEED_TEXCOORD1
output.interpolators3.zw = input.texCoord1;
#endif
#ifdef VARYINGS_NEED_TEXCOORD2
output.interpolators4.xy = input.texCoord2;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
output.interpolators4.zw = input.texCoord3;
#endif
#ifdef VARYINGS_NEED_COLOR
output.interpolators5 = input.color;
#endif
return output;
}
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS 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
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS.xyz = input.interpolators0.xyz;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
float4 tangentWS = float4(input.interpolators2.xyz, input.interpolators2.w > 0.0 ? 1.0 : -1.0); // must not be normalized (mikkts requirement)
// Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent
float3 unnormalizedNormalWS = input.interpolators1.xyz;
float renormFactor = 1.0 / length(unnormalizedNormalWS);
// bitangent on the fly option in xnormal to reduce vertex shader outputs.
// this is the mikktspace transformation (must use unnormalized attributes)
float3x3 worldToTangent = CreateWorldToTangent(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w);
// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
output.worldToTangent[0] = worldToTangent[0] * renormFactor;
output.worldToTangent[1] = worldToTangent[1] * renormFactor;
output.worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal
#endif // VARYINGS_NEED_TANGENT_TO_WORLD
#ifdef VARYINGS_NEED_TEXCOORD0
output.texCoord0 = input.interpolators3.xy;
#endif
#ifdef VARYINGS_NEED_TEXCOORD1
output.texCoord1 = input.interpolators3.zw;
#endif
#ifdef VARYINGS_NEED_TEXCOORD2
output.texCoord2 = input.interpolators4.xy;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
output.texCoord3 = input.interpolators4.zw;
#endif
#ifdef VARYINGS_NEED_COLOR
output.color = input.interpolators5;
#endif
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false);
#endif
return output;
}
#ifdef TESSELLATION_ON
// Varying DS - use for domain shader
// We can deduce these defines from the other defines
// We need to pass to DS any varying required by pixel shader
// If we have required an attributes that is not present in varyings it mean we will be for DS
#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(ATTRIBUTES_NEED_TANGENT)
#define VARYINGS_DS_NEED_TANGENT
#endif
#if defined(VARYINGS_NEED_TEXCOORD0) || defined(ATTRIBUTES_NEED_TEXCOORD0)
#define VARYINGS_DS_NEED_TEXCOORD0
#endif
#if defined(VARYINGS_NEED_TEXCOORD1) || defined(ATTRIBUTES_NEED_TEXCOORD1)
#define VARYINGS_DS_NEED_TEXCOORD1
#endif
#if defined(VARYINGS_NEED_TEXCOORD2) || defined(ATTRIBUTES_NEED_TEXCOORD2)
#define VARYINGS_DS_NEED_TEXCOORD2
#endif
#if defined(VARYINGS_NEED_TEXCOORD3) || defined(ATTRIBUTES_NEED_TEXCOORD3)
#define VARYINGS_DS_NEED_TEXCOORD3
#endif
#if defined(VARYINGS_NEED_COLOR) || defined(ATTRIBUTES_NEED_COLOR)
#define VARYINGS_DS_NEED_COLOR
#endif
// Varying for domain shader
// Position and normal are always present (for tessellation) and in world space
struct VaryingsMeshToDS
{
float3 positionWS;
float3 normalWS;
#ifdef VARYINGS_DS_NEED_TANGENT
float4 tangentWS;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD0
float2 texCoord0;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD1
float2 texCoord1;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD2
float2 texCoord2;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD3
float2 texCoord3;
#endif
#ifdef VARYINGS_DS_NEED_COLOR
float4 color;
#endif
};
struct PackedVaryingsMeshToDS
{
float3 interpolators0 : INTERNALTESSPOS; // positionWS
float3 interpolators1 : NORMAL; // NormalWS
#ifdef VARYINGS_DS_NEED_TANGENT
float4 interpolators2 : TANGENT;
#endif
// Allocate only necessary space if shader compiler in the future are able to automatically pack
#ifdef VARYINGS_DS_NEED_TEXCOORD1
float4 interpolators3 : TEXCOORD0;
#elif defined(VARYINGS_DS_NEED_TEXCOORD0)
float2 interpolators3 : TEXCOORD0;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD3
float4 interpolators4 : TEXCOORD1;
#elif defined(VARYINGS_DS_NEED_TEXCOORD2)
float2 interpolators4 : TEXCOORD1;
#endif
#ifdef VARYINGS_DS_NEED_COLOR
float4 interpolators5 : TEXCOORD2;
#endif
};
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsMeshToDS input)
{
PackedVaryingsMeshToDS output;
output.interpolators0 = input.positionWS;
output.interpolators1 = input.normalWS;
#ifdef VARYINGS_DS_NEED_TANGENT
output.interpolators2 = input.tangentWS;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD0
output.interpolators3.xy = input.texCoord0;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD1
output.interpolators3.zw = input.texCoord1;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD2
output.interpolators4.xy = input.texCoord2;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD3
output.interpolators4.zw = input.texCoord3;
#endif
#ifdef VARYINGS_DS_NEED_COLOR
output.interpolators5 = input.color;
#endif
return output;
}
VaryingsMeshToDS UnpackVaryingsMeshToDS(PackedVaryingsMeshToDS input)
{
VaryingsMeshToDS output;
output.positionWS = input.interpolators0;
output.normalWS = input.interpolators1;
#ifdef VARYINGS_DS_NEED_TANGENT
output.tangentWS = input.interpolators2;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD0
output.texCoord0 = input.interpolators3.xy;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD1
output.texCoord1 = input.interpolators3.zw;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD2
output.texCoord2 = input.interpolators4.xy;
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD3
output.texCoord3 = input.interpolators4.zw;
#endif
#ifdef VARYINGS_DS_NEED_COLOR
output.color = input.interpolators5;
#endif
return output;
}
VaryingsMeshToDS InterpolateWithBaryCoordsMeshToDS(VaryingsMeshToDS input0, VaryingsMeshToDS input1, VaryingsMeshToDS input2, float3 baryCoords)
{
VaryingsMeshToDS ouput;
TESSELLATION_INTERPOLATE_BARY(positionWS, baryCoords);
TESSELLATION_INTERPOLATE_BARY(normalWS, baryCoords);
#ifdef VARYINGS_DS_NEED_TANGENT
// This will interpolate the sign but should be ok in practice as we may expect a triangle to have same sign (? TO CHECK)
TESSELLATION_INTERPOLATE_BARY(tangentWS, baryCoords);
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD0
TESSELLATION_INTERPOLATE_BARY(texCoord0, baryCoords);
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD1
TESSELLATION_INTERPOLATE_BARY(texCoord1, baryCoords);
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD2
TESSELLATION_INTERPOLATE_BARY(texCoord2, baryCoords);
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD3
TESSELLATION_INTERPOLATE_BARY(texCoord3, baryCoords);
#endif
#ifdef VARYINGS_DS_NEED_COLOR
TESSELLATION_INTERPOLATE_BARY(color, baryCoords);
#endif
return ouput;
}
#endif // TESSELLATION_ON