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69 行
2.5 KiB
69 行
2.5 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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// TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position
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// conflict with the normal in the semantic. This need to be fix! Also no per pixel displacement is possible either.
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// Attributes
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#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)))
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#define REQUIRE_VERTEX_COLOR_FOR_TESSELATION REQUIRE_UV_FOR_TESSELATION
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#define REQUIRE_TANGENT_TO_WORLD 0 /* (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) */
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// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)
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// Tesselation require normal
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#if defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD
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// #define ATTRIBUTES_NEED_NORMAL - When reenable, think to also enable code in VertMesh.hlsl
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#endif
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#if REQUIRE_TANGENT_TO_WORLD
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#define ATTRIBUTES_NEED_TANGENT
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#endif
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// About UV
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// If we have a lit shader, only the UV0 is available for opacity or heightmap
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// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
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// When UVX is present, we assume that UVX - 1 ... UV0 is present
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#if defined(_ALPHATEST_ON)
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#define ATTRIBUTES_NEED_TEXCOORD0
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#ifdef LAYERED_LIT_SHADER
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#define ATTRIBUTES_NEED_TEXCOORD1
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#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
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#define ATTRIBUTES_NEED_TEXCOORD2
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#endif
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#if defined(_REQUIRE_UV3)
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#define ATTRIBUTES_NEED_TEXCOORD3
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#endif
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#endif
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#endif
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#if REQUIRE_VERTEX_COLOR_FOR_TESSELATION
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#define ATTRIBUTES_NEED_COLOR
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#endif
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// Varying - Use for pixel shader
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// This second set of define allow to say which varyings will be output in the vertex (no more tesselation)
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#define VARYINGS_NEED_POSITION_WS
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#if REQUIRE_TANGENT_TO_WORLD
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#define VARYINGS_NEED_POSITION_WS // Required to get view vector
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#define VARYINGS_NEED_TANGENT_TO_WORLD
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#endif
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#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
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#define VARYINGS_NEED_TEXCOORD0
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#ifdef LAYERED_LIT_SHADER
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#define VARYINGS_NEED_TEXCOORD1
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#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
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#define VARYINGS_NEED_TEXCOORD2
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#endif
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#if defined(_REQUIRE_UV3)
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#define VARYINGS_NEED_TEXCOORD3
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#endif
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#endif
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#endif
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// This include will define the various Attributes/Varyings structure
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#include "../../ShaderPass/VaryingMesh.hlsl"
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