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#if SHADERPASS != SHADERPASS_DBUFFER
#error SHADERPASS_is_not_correctly_define
#endif
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
void Frag( PackedVaryingsToPS packedInput,
OUTPUT_DBUFFER(outDBuffer)
)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
// Transform from world space to decal space (DS) to clip the decal.
// For this we must use absolute position.
// There is no lose of precision here as it doesn't involve the camera matrix
float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
float3 positionDS = mul(UNITY_MATRIX_I_M, float4(positionWS, 1.0)).xyz;
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5);
clip(positionDS); // clip negative value
clip(1.0 - positionDS); // Clip value above one
DecalSurfaceData surfaceData;
float3x3 decalToWorld = (float3x3)UNITY_ACCESS_INSTANCED_PROP(matrix, normalToWorld);
GetSurfaceData(positionDS.xz, decalToWorld, surfaceData);
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}