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3.2 KiB

float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2)
{
float maxDisplacement = ADD_ZERO_IDX(_HeightAmplitude);
#ifdef _LAYER_COUNT
maxDisplacement = max(maxDisplacement, _HeightAmplitude1);
#if _LAYER_COUNT >= 3
maxDisplacement = max(maxDisplacement, _HeightAmplitude2);
#endif
#if _LAYER_COUNT >= 4
maxDisplacement = max(maxDisplacement, _HeightAmplitude3);
#endif
#endif
bool frustumCulled = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])unity_CameraWorldClipPlanes);
bool faceCull = false;
#if !(defined(_DOUBLESIDED) || defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR))
// TODO: Handle inverse culling (for mirror)!
if (_TessellationBackFaceCullEpsilon > -0.99) // Is backface culling enabled ?
{
faceCull = BackFaceCullTriangle(p0, p1, p2, _TessellationBackFaceCullEpsilon, _WorldSpaceCameraPos);
}
#endif
if (frustumCulled || faceCull)
{
// Settings factor to 0 will kill the triangle
return float4(0.0, 0.0, 0.0, 0.0);
}
float3 tessFactor = float3(1.0, 1.0, 1.0);
// Aaptive screen space tessellation
if (_TessellationFactorTriangleSize > 0.0)
{
// return a value between 0 and 1
tessFactor *= GetScreenSpaceTessFactor( p0, p1, p2, GetWorldToHClipMatrix(), _ScreenParams, _TessellationFactorTriangleSize);
}
// Distance based tessellation
if (_TessellationFactorMaxDistance > 0.0)
{
float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, _WorldSpaceCameraPos, _TessellationFactorMinDistance, _TessellationFactorMaxDistance);
// We square the disance factor as it allow a better percptual descrease of vertex density.
tessFactor *= distFactor * distFactor;
}
tessFactor *= _TessellationFactor;
// TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0
tessFactor.xyz = float3(max(1.0, tessFactor.x), max(1.0, tessFactor.y), max(1.0, tessFactor.z));
return CalcTriEdgeTessFactors(tessFactor);
}
float3 GetDisplacement(VaryingsMeshToDS input)
{
// This call will work for both LayeredLit and Lit shader
LayerTexCoord layerTexCoord;
GetLayerTexCoord(
#ifdef VARYINGS_DS_NEED_TEXCOORD0
input.texCoord0,
#else
float2(0.0, 0.0),
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD1
input.texCoord1,
#else
float2(0.0, 0.0),
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD2
input.texCoord2,
#else
float2(0.0, 0.0),
#endif
#ifdef VARYINGS_DS_NEED_TEXCOORD3
input.texCoord3,
#else
float2(0.0, 0.0),
#endif
input.positionWS,
input.normalWS,
layerTexCoord);
// TODO: Move to camera relative and change distance to length
float lod = 0.0;
float4 vertexColor = float4(0.0, 0.0, 0.0, 0.0);
#ifdef VARYINGS_DS_NEED_COLOR
vertexColor = input.color;
#endif
float height = ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod);
float3 displ = height * input.normalWS;
// Applying scaling of the object if requested
#ifdef _TESSELLATION_OBJECT_SCALE
displ *= input.objectScale;
#endif
return displ;
}