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66 行
1.9 KiB
66 行
1.9 KiB
#if (SHADERPASS != SHADERPASS_DEPTH_ONLY && SHADERPASS != SHADERPASS_SHADOWS)
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#error SHADERPASS_is_not_correctly_define
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#endif
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#include "VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#include "TessellationShare.hlsl"
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#endif // TESSELLATION_ON
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void Frag( PackedVaryingsToPS packedInput,
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#ifdef WRITE_NORMAL_BUFFER
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OUTPUT_NORMALBUFFER(outNormalBuffer)
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#else
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out float4 outColor : SV_Target
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#endif
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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{
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef WRITE_NORMAL_BUFFER
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ENCODE_INTO_NORMALBUFFER(surfaceData, posInput.positionSS, outNormalBuffer);
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#elif defined(SCENESELECTIONPASS)
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// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
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outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
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#else
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outColor = float4(0.0, 0.0, 0.0, 0.0);
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#endif
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}
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