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370 行
11 KiB
370 行
11 KiB
struct AttributesMesh
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{
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float3 positionOS : POSITION;
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#ifdef ATTRIBUTES_NEED_NORMAL
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float3 normalOS : NORMAL;
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#endif
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#ifdef ATTRIBUTES_NEED_TANGENT
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float4 tangentOS : TANGENT; // Store sign in w
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD0
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float2 uv0 : TEXCOORD0;
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD1
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float2 uv1 : TEXCOORD1;
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD2
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float2 uv2 : TEXCOORD2;
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD3
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float2 uv3 : TEXCOORD3;
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#endif
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#ifdef ATTRIBUTES_NEED_COLOR
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float4 color : COLOR;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsMeshToPS
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{
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float4 positionCS;
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 positionWS;
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#endif
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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float3 normalWS;
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float4 tangentWS; // w contain mirror sign
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD0
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float2 texCoord0;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD1
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float2 texCoord1;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD2
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float2 texCoord2;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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float2 texCoord3;
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#endif
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#ifdef VARYINGS_NEED_COLOR
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float4 color;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryingsMeshToPS
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{
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float4 positionCS : SV_Position;
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 interpolators0 : TEXCOORD0;
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#endif
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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float3 interpolators1 : TEXCOORD1;
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float4 interpolators2 : TEXCOORD2;
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#endif
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// Allocate only necessary space if shader compiler in the future are able to automatically pack
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#ifdef VARYINGS_NEED_TEXCOORD1
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float4 interpolators3 : TEXCOORD3;
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#elif defined(VARYINGS_NEED_TEXCOORD0)
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float2 interpolators3 : TEXCOORD3;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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float4 interpolators4 : TEXCOORD4;
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#elif defined(VARYINGS_NEED_TEXCOORD2)
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float2 interpolators4 : TEXCOORD4;
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#endif
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#ifdef VARYINGS_NEED_COLOR
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float4 interpolators5 : TEXCOORD5;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID // Must be declare before FRONT_FACE_SEMANTIC
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#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
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FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
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#endif
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};
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// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
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PackedVaryingsMeshToPS PackVaryingsMeshToPS(VaryingsMeshToPS input)
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{
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PackedVaryingsMeshToPS output;
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionCS = input.positionCS;
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#ifdef VARYINGS_NEED_POSITION_WS
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output.interpolators0 = input.positionWS;
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#endif
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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output.interpolators1 = input.normalWS;
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output.interpolators2 = input.tangentWS;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD0
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output.interpolators3.xy = input.texCoord0;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD1
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output.interpolators3.zw = input.texCoord1;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD2
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output.interpolators4.xy = input.texCoord2;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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output.interpolators4.zw = input.texCoord3;
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#endif
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#ifdef VARYINGS_NEED_COLOR
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output.interpolators5 = input.color;
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#endif
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return output;
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}
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FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
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{
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FragInputs output;
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ZERO_INITIALIZE(FragInputs, output);
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UNITY_SETUP_INSTANCE_ID(input);
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// Init to some default value to make the computer quiet (else it output "divide by zero" warning even if value is not used).
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// TODO: this is a really poor workaround, but the variable is used in a bunch of places
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// to compute normals which are then passed on elsewhere to compute other values...
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output.worldToTangent = k_identity3x3;
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output.positionSS = input.positionCS; // input.positionCS is SV_Position
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#ifdef VARYINGS_NEED_POSITION_WS
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output.positionWS.xyz = input.interpolators0.xyz;
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#endif
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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float4 tangentWS = float4(input.interpolators2.xyz, input.interpolators2.w > 0.0 ? 1.0 : -1.0); // must not be normalized (mikkts requirement)
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// Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent
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float3 unnormalizedNormalWS = input.interpolators1.xyz;
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float renormFactor = 1.0 / length(unnormalizedNormalWS);
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// bitangent on the fly option in xnormal to reduce vertex shader outputs.
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// this is the mikktspace transformation (must use unnormalized attributes)
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float3x3 worldToTangent = CreateWorldToTangent(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w);
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// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
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// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
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output.worldToTangent[0] = worldToTangent[0] * renormFactor;
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output.worldToTangent[1] = worldToTangent[1] * renormFactor;
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output.worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal
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#endif // VARYINGS_NEED_TANGENT_TO_WORLD
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#ifdef VARYINGS_NEED_TEXCOORD0
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output.texCoord0 = input.interpolators3.xy;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD1
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output.texCoord1 = input.interpolators3.zw;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD2
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output.texCoord2 = input.interpolators4.xy;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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output.texCoord3 = input.interpolators4.zw;
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#endif
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#ifdef VARYINGS_NEED_COLOR
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output.color = input.interpolators5;
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#endif
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#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
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output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false);
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// Handle handness of the view matrix (In Unity view matrix default to a determinant of -1)
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// when we render a cubemap the view matrix handness is flipped (due to convention used for cubemap) we have a determinant of +1
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output.isFrontFace = _DetViewMatrix < 0.0 ? output.isFrontFace : !output.isFrontFace;
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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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// Varying DS - use for domain shader
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// We can deduce these defines from the other defines
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// We need to pass to DS any varying required by pixel shader
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// If we have required an attributes that is not present in varyings it mean we will be for DS
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#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(ATTRIBUTES_NEED_TANGENT)
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#define VARYINGS_DS_NEED_TANGENT
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD0) || defined(ATTRIBUTES_NEED_TEXCOORD0)
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#define VARYINGS_DS_NEED_TEXCOORD0
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD1) || defined(ATTRIBUTES_NEED_TEXCOORD1)
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#define VARYINGS_DS_NEED_TEXCOORD1
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD2) || defined(ATTRIBUTES_NEED_TEXCOORD2)
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#define VARYINGS_DS_NEED_TEXCOORD2
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD3) || defined(ATTRIBUTES_NEED_TEXCOORD3)
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#define VARYINGS_DS_NEED_TEXCOORD3
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#endif
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#if defined(VARYINGS_NEED_COLOR) || defined(ATTRIBUTES_NEED_COLOR)
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#define VARYINGS_DS_NEED_COLOR
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#endif
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// Varying for domain shader
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// Position and normal are always present (for tessellation) and in world space
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struct VaryingsMeshToDS
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{
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float3 positionWS;
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float3 normalWS;
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#ifdef VARYINGS_DS_NEED_TANGENT
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float4 tangentWS;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD0
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float2 texCoord0;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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float2 texCoord1;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD2
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float2 texCoord2;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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float2 texCoord3;
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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float4 color;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryingsMeshToDS
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{
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float3 interpolators0 : INTERNALTESSPOS; // positionWS
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float3 interpolators1 : NORMAL; // NormalWS
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#ifdef VARYINGS_DS_NEED_TANGENT
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float4 interpolators2 : TANGENT;
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#endif
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// Allocate only necessary space if shader compiler in the future are able to automatically pack
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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float4 interpolators3 : TEXCOORD0;
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#elif defined(VARYINGS_DS_NEED_TEXCOORD0)
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float2 interpolators3 : TEXCOORD0;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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float4 interpolators4 : TEXCOORD1;
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#elif defined(VARYINGS_DS_NEED_TEXCOORD2)
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float2 interpolators4 : TEXCOORD1;
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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float4 interpolators5 : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
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PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsMeshToDS input)
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{
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PackedVaryingsMeshToDS output;
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.interpolators0 = input.positionWS;
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output.interpolators1 = input.normalWS;
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#ifdef VARYINGS_DS_NEED_TANGENT
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output.interpolators2 = input.tangentWS;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD0
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output.interpolators3.xy = input.texCoord0;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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output.interpolators3.zw = input.texCoord1;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD2
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output.interpolators4.xy = input.texCoord2;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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output.interpolators4.zw = input.texCoord3;
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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output.interpolators5 = input.color;
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#endif
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return output;
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}
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VaryingsMeshToDS UnpackVaryingsMeshToDS(PackedVaryingsMeshToDS input)
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{
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VaryingsMeshToDS output;
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionWS = input.interpolators0;
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output.normalWS = input.interpolators1;
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#ifdef VARYINGS_DS_NEED_TANGENT
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output.tangentWS = input.interpolators2;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD0
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output.texCoord0 = input.interpolators3.xy;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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output.texCoord1 = input.interpolators3.zw;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD2
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output.texCoord2 = input.interpolators4.xy;
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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output.texCoord3 = input.interpolators4.zw;
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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output.color = input.interpolators5;
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#endif
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return output;
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}
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VaryingsMeshToDS InterpolateWithBaryCoordsMeshToDS(VaryingsMeshToDS input0, VaryingsMeshToDS input1, VaryingsMeshToDS input2, float3 baryCoords)
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{
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VaryingsMeshToDS output;
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UNITY_TRANSFER_INSTANCE_ID(input0, output);
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TESSELLATION_INTERPOLATE_BARY(positionWS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY(normalWS, baryCoords);
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#ifdef VARYINGS_DS_NEED_TANGENT
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// This will interpolate the sign but should be ok in practice as we may expect a triangle to have same sign (? TO CHECK)
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TESSELLATION_INTERPOLATE_BARY(tangentWS, baryCoords);
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD0
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TESSELLATION_INTERPOLATE_BARY(texCoord0, baryCoords);
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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TESSELLATION_INTERPOLATE_BARY(texCoord1, baryCoords);
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD2
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TESSELLATION_INTERPOLATE_BARY(texCoord2, baryCoords);
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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TESSELLATION_INTERPOLATE_BARY(texCoord3, baryCoords);
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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TESSELLATION_INTERPOLATE_BARY(color, 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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