您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
367 行
10 KiB
367 行
10 KiB
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_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VaryingsMeshToPS
|
|
{
|
|
float4 positionCS;
|
|
#ifdef VARYINGS_NEED_POSITION_WS
|
|
float3 positionRWS;
|
|
#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
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
|
};
|
|
|
|
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
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID // Must be declare before FRONT_FACE_SEMANTIC
|
|
|
|
#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;
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
|
|
output.positionCS = input.positionCS;
|
|
|
|
#ifdef VARYINGS_NEED_POSITION_WS
|
|
output.interpolators0 = input.positionRWS;
|
|
#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);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
|
|
// 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.positionRWS.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 positionRWS;
|
|
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
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryingsMeshToDS
|
|
{
|
|
float3 interpolators0 : INTERNALTESSPOS; // positionRWS
|
|
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
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
|
|
PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsMeshToDS input)
|
|
{
|
|
PackedVaryingsMeshToDS output;
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
|
|
output.interpolators0 = input.positionRWS;
|
|
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;
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
|
|
output.positionRWS = 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 output;
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(input0, output);
|
|
|
|
TESSELLATION_INTERPOLATE_BARY(positionRWS, 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 output;
|
|
}
|
|
|
|
#endif // TESSELLATION_ON
|