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168 行
6.1 KiB
168 行
6.1 KiB
float3 GetVertexDisplacement(float3 positionWS, float3 normalWS, float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 vertexColor, float3 objectScale)
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{
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// This call will work for both LayeredLit and Lit shader
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LayerTexCoord layerTexCoord;
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ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
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GetLayerTexCoord(texCoord0, texCoord1, texCoord2, texCoord3, positionWS, normalWS, layerTexCoord);
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// TODO: do this algorithm for lod fetching as lod not available in vertex/domain shader
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// http://www.sebastiansylvan.com/post/the-problem-with-tessellation-in-directx-11/
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float lod = 0.0;
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float height = ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod);
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float3 displ = height * normalWS;
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// Applying scaling of the object if requested
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displ *= objectScale;
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return displ;
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}
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void ApplyVertexModification(AttributesMesh input, float3 normalWS, float3 objectScale, inout float3 positionWS)
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{
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// If tessellation is enabled we apply displacement map after tessellation
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#if defined(_VERTEX_DISPLACEMENT) && !defined(TESSELLATION_ON)
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positionWS += GetVertexDisplacement(positionWS, normalWS,
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#ifdef ATTRIBUTES_NEED_TEXCOORD0
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input.uv0,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD1
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input.uv1,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD2
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input.uv2,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD3
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input.uv3,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_COLOR
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input.color,
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#else
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float4(0.0, 0.0, 0.0, 0.0),
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#endif
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objectScale);
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#endif
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#ifdef _VERTEX_WIND
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float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
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ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, _Time);
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#endif
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}
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#ifdef TESSELLATION_ON
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float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2)
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{
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float maxDisplacement = GetMaxDisplacement();
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// For tessellation we want to process tessellation factor always from the point of view of the camera (to be consistent and avoid Z-fight).
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// For the culling part however we want to use the current view (shadow view).
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// Thus the following code play with both.
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#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
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bool frustumCulledCurrentView = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])_FrustumPlanes); // _FrustumPlanes are primary camera planes
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bool frustumCulledMainView = false;
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#else
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bool frustumCulledCurrentView = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])unity_CameraWorldClipPlanes); // unity_CameraWorldClipPlanes is set by legacy Unity in case of shadow and contain shadow view plan
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// In the case of shadow, we don't want to tessellate anything that is not seen by the main view frustum. It can result in minor popping of tessellation into a shadow but we can't afford it anyway.
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bool frustumCulledMainView = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])_FrustumPlanes);
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#endif
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bool faceCull = false;
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#ifndef _DOUBLESIDED_ON
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// TODO: Handle inverse culling (for mirror)!
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if (_TessellationBackFaceCullEpsilon > -0.99) // Is backface culling enabled ?
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{
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faceCull = BackFaceCullTriangle(p0, p1, p2, _TessellationBackFaceCullEpsilon, GetCurrentViewPosition()); // Use shadow view
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}
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#endif
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if (frustumCulledCurrentView || faceCull)
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{
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// Settings factor to 0 will kill the triangle
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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// See comment above:
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// During shadow passes, we decide that anything outside the main view frustum should not be tessellated.
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if (frustumCulledMainView)
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{
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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// We use the parameters of the primary (scene view) camera in order
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// to have identical tessellation levels for both the scene view and
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// shadow views. Otherwise, depth comparisons become meaningless!
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float3 tessFactor = float3(1.0, 1.0, 1.0);
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// Adaptive screen space tessellation
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if (_TessellationFactorTriangleSize > 0.0)
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{
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// return a value between 0 and 1
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tessFactor *= GetScreenSpaceTessFactor( p0, p1, p2, _ViewProjMatrix, _ScreenSize, _TessellationFactorTriangleSize); // Use primary camera view
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}
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// Distance based tessellation
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if (_TessellationFactorMaxDistance > 0.0)
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{
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float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, GetPrimaryCameraPosition(), _TessellationFactorMinDistance, _TessellationFactorMaxDistance); // Use primary camera view
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// We square the disance factor as it allow a better percptual descrease of vertex density.
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tessFactor *= distFactor * distFactor;
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}
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tessFactor *= _TessellationFactor;
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// TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0
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tessFactor.xyz = float3(max(1.0, tessFactor.x), max(1.0, tessFactor.y), max(1.0, tessFactor.z));
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return CalcTriEdgeTessFactors(tessFactor);
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}
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// tessellationFactors
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// x - 1->2 edge
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// y - 2->0 edge
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// z - 0->1 edge
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// w - inside tessellation factor
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void ApplyTessellationModification(VaryingsMeshToDS input, float3 normalWS, float3 objectScale, inout float3 positionWS)
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{
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#if defined(_VERTEX_DISPLACEMENT)
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positionWS += GetVertexDisplacement(positionWS, normalWS,
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#ifdef VARYINGS_DS_NEED_TEXCOORD0
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input.texCoord0,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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input.texCoord1,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD2
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input.texCoord2,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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input.texCoord3,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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input.color,
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#else
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float4(0.0, 0.0, 0.0, 0.0),
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#endif
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objectScale);
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#endif // _VERTEX_DISPLACEMENT
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}
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#endif // #ifdef TESSELLATION_ON
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