您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
67 行
2.4 KiB
67 行
2.4 KiB
#ifndef SHADERPASS
|
|
#error Undefine_SHADERPASS
|
|
#endif
|
|
|
|
// Attributes
|
|
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)))
|
|
#define REQUIRE_VERTEX_COLOR_FOR_TESSELATION REQUIRE_UV_FOR_TESSELATION
|
|
#define REQUIRE_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT))
|
|
|
|
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)
|
|
|
|
// Tesselation require normal
|
|
#if defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND)
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#endif
|
|
#if REQUIRE_TANGENT_TO_WORLD
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#endif
|
|
|
|
#ifdef _VERTEX_WIND
|
|
#define ATTRIBUTES_NEED_COLOR
|
|
#endif
|
|
|
|
// About UV
|
|
// If we have a lit shader, only the UV0 is available for opacity or heightmap
|
|
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
|
|
// When UVX is present, we assume that UVX - 1 ... UV0 is present
|
|
|
|
#if REQUIRE_UV_FOR_TESSELATION || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_DISTORTION_ON)
|
|
#define ATTRIBUTES_NEED_TEXCOORD0
|
|
#ifdef LAYERED_LIT_SHADER
|
|
#define ATTRIBUTES_NEED_TEXCOORD1
|
|
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
|
|
#define ATTRIBUTES_NEED_TEXCOORD2
|
|
#endif
|
|
#if defined(_REQUIRE_UV3)
|
|
#define ATTRIBUTES_NEED_TEXCOORD3
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#if REQUIRE_VERTEX_COLOR_FOR_TESSELATION
|
|
#define ATTRIBUTES_NEED_COLOR
|
|
#endif
|
|
|
|
// Varying - Use for pixel shader
|
|
// This second set of define allow to say which varyings will be output in the vertex (no more tesselation)
|
|
#if REQUIRE_TANGENT_TO_WORLD
|
|
#define VARYINGS_NEED_POSITION_WS // Required to get view vector
|
|
#define VARYINGS_NEED_TANGENT_TO_WORLD
|
|
#endif
|
|
|
|
#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_DISTORTION_ON)
|
|
#define VARYINGS_NEED_TEXCOORD0
|
|
#ifdef LAYERED_LIT_SHADER
|
|
#define VARYINGS_NEED_TEXCOORD1
|
|
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
|
|
#define VARYINGS_NEED_TEXCOORD2
|
|
#endif
|
|
#if defined(_REQUIRE_UV3)
|
|
#define VARYINGS_NEED_TEXCOORD3
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
// This include will define the various Attributes/Varyings structure
|
|
#include "../../ShaderPass/VaryingMesh.hlsl"
|