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#if SHADERPASS != SHADERPASS_DBUFFER
#error SHADERPASS_is_not_correctly_define
#endif
#include "VertMesh.hlsl"
float3 RemoveScale(float3 val)
{
return normalize(val / length(val));
}
VaryingsMeshType Transform(AttributesMesh input)
{
VaryingsMeshType output;
UNITY_SETUP_INSTANCE_ID(input)
UNITY_TRANSFER_INSTANCE_ID(input, output);
float3 positionWS = TransformObjectToWorld(input.positionOS);
positionWS = GetCameraRelativePositionWS(positionWS);
output.positionCS = TransformWorldToHClip(positionWS);
float3x3 decalRotation;
decalRotation[0] = RemoveScale(float3(UNITY_MATRIX_M[0][0], UNITY_MATRIX_M[0][1], UNITY_MATRIX_M[0][2]));
decalRotation[2] = RemoveScale(float3(UNITY_MATRIX_M[1][0], UNITY_MATRIX_M[1][1], UNITY_MATRIX_M[1][2]));
decalRotation[1] = RemoveScale(float3(UNITY_MATRIX_M[2][0], UNITY_MATRIX_M[2][1], UNITY_MATRIX_M[2][2]));
decalRotation = transpose(decalRotation);
output.positionWS = decalRotation[0];
output.normalWS = decalRotation[1];
output.tangentWS = float4(decalRotation[2], 0.0);
return output;
}
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = Transform(inputMesh);
return PackVaryingsType(varyingsType);
}
void Frag( PackedVaryingsToPS packedInput,
OUTPUT_DBUFFER(outDBuffer)
)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
// Transform from world space to decal space (DS) to clip the decal.
// For this we must use absolute position.
// There is no lose of precision here as it doesn't involve the camera matrix
float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
float3 positionDS = mul(UNITY_MATRIX_I_M, float4(positionWS, 1.0)).xyz;
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5);
clip(positionDS); // clip negative value
clip(1.0 - positionDS); // Clip value above one
DecalSurfaceData surfaceData;
float3x3 decalToWorld;
// using the interpolators directly, because UnpackVaryingsMeshToFragInputs does some tangent space manipulations
decalToWorld[0] = packedInput.vmesh.interpolators0;
decalToWorld[1] = packedInput.vmesh.interpolators1;
decalToWorld[2] = packedInput.vmesh.interpolators2.xyz;
GetSurfaceData(positionDS.xz, decalToWorld, surfaceData);
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}