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211 行
6.3 KiB
211 行
6.3 KiB
struct VaryingsToPS
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{
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VaryingsMeshToPS vmesh;
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#ifdef VARYINGS_NEED_PASS
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VaryingsPassToPS vpass;
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#endif
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};
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struct PackedVaryingsToPS
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{
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PackedVaryingsMeshToPS vmesh;
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#ifdef VARYINGS_NEED_PASS
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PackedVaryingsPassToPS vpass;
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#endif
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};
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PackedVaryingsToPS PackVaryingsToPS(VaryingsToPS input)
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{
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PackedVaryingsToPS output;
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output.vmesh = PackVaryingsMeshToPS(input.vmesh);
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#ifdef VARYINGS_NEED_PASS
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output.vpass = PackVaryingsPassToPS(input.vpass);
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#endif
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return output;
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}
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#ifdef TESSELLATION_ON
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struct VaryingsToDS
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{
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VaryingsMeshToDS vmesh;
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#ifdef VARYINGS_NEED_PASS
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VaryingsPassToDS vpass;
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#endif
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};
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struct PackedVaryingsToDS
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{
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PackedVaryingsMeshToDS vmesh;
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#ifdef VARYINGS_NEED_PASS
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PackedVaryingsPassToDS vpass;
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#endif
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};
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PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input)
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{
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PackedVaryingsToDS output;
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output.vmesh = PackVaryingsMeshToDS(input.vmesh);
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#ifdef VARYINGS_NEED_PASS
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output.vpass = PackVaryingsPassToDS(input.vpass);
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#endif
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return output;
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}
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VaryingsToDS UnpackVaryingsToDS(PackedVaryingsToDS input)
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{
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VaryingsToDS output;
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output.vmesh = UnpackVaryingsMeshToDS(input.vmesh);
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#ifdef VARYINGS_NEED_PASS
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output.vpass = UnpackVaryingsPassToDS(input.vpass);
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#endif
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return output;
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}
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VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS input1, VaryingsToDS input2, float3 baryCoords)
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{
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VaryingsToDS output;
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output.vmesh = InterpolateWithBaryCoordsMeshToDS(input0.vmesh, input1.vmesh, input2.vmesh, baryCoords);
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#ifdef VARYINGS_NEED_PASS
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output.vpass = InterpolateWithBaryCoordsPassToDS(input0.vpass, input1.vpass, input2.vpass, baryCoords);
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#endif
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return output;
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}
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#endif // TESSELLATION_ON
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#ifdef TESSELLATION_ON
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#define VaryingsType VaryingsToDS
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#define VaryingsMeshType VaryingsMeshToDS
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#define PackedVaryingsType PackedVaryingsToDS
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#define PackVaryingsType PackVaryingsToDS
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#else
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#define VaryingsType VaryingsToPS
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#define VaryingsMeshType VaryingsMeshToPS
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#define PackedVaryingsType PackedVaryingsToPS
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#define PackVaryingsType PackVaryingsToPS
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#endif
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// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16)
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VaryingsMeshType VertMesh(AttributesMesh input)
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{
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VaryingsMeshType output;
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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float3 normalWS = float3(0.0, 0.0, 0.0);
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float4 tangentWS = float4(0.0, 0.0, 0.0, 0.0);
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float4 vertexColor = float4(0.0, 0.0, 0.0, 0.0);
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#if (defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(TESSELLATION_ON)) && (SHADERPASS != SHADERPASS_VELOCITY)
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normalWS = TransformObjectToWorldNormal(input.normalOS);
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#endif
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#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT)
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tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
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#endif
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#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
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vertexColor = input.color;
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#endif
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#if _VERTEX_WIND
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float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
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ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, vertexColor.a, _Time);
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#endif
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positionWS = GetCameraRelativePositionWS(positionWS);
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#ifdef TESSELLATION_ON
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output.positionWS = positionWS;
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#ifdef _TESSELLATION_OBJECT_SCALE
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// Extract scaling from world transform
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float4x4 worldTransform = GetObjectToWorldMatrix();
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output.objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
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output.objectScale.y = length(float3(worldTransform._m10, worldTransform._m11, worldTransform._m12));
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output.objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
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#endif
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// TODO: deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
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// TODO: TEMP: Velocity has a flow as it doens't have normal. This need to be fix. In the mean time, generate fix normal so compiler doesn't complain - When fix, think to also enable ATTRIBUTES_NEED_NORMAL in LitVelocityPass.hlsl
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#if SHADERPASS == SHADERPASS_VELOCITY
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output.normalWS = float3(0.0, 0.0, 1.0);
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#else
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output.normalWS = normalWS;
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#endif
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#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT)
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output.tangentWS = tangentWS;
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#endif
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#else
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// TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
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#ifdef VARYINGS_NEED_POSITION_WS
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output.positionWS = positionWS;
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#endif
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output.positionCS = TransformWorldToHClip(positionWS);
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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output.normalWS = normalWS;
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output.tangentWS = tangentWS;
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#endif
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
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output.texCoord0 = input.uv0;
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
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output.texCoord1 = input.uv1;
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
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output.texCoord2 = input.uv2;
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
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output.texCoord3 = input.uv3;
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#endif
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#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
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output.color = vertexColor;
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#endif
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return output;
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}
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#ifdef TESSELLATION_ON
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VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input)
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{
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VaryingsMeshToPS output;
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output.positionCS = TransformWorldToHClip(input.positionWS);
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#ifdef VARYINGS_NEED_POSITION_WS
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output.positionWS = input.positionWS;
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#endif
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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output.normalWS = input.normalWS;
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output.tangentWS = input.tangentWS;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD0
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output.texCoord0 = input.texCoord0;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD1
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output.texCoord1 = input.texCoord1;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD2
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output.texCoord2 = input.texCoord2;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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output.texCoord3 = input.texCoord3;
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#endif
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#ifdef VARYINGS_NEED_COLOR
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output.color = input.color;
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#endif
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return output;
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}
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#endif // TESSELLATION_ON
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