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71 行
2.6 KiB
71 行
2.6 KiB
//-------------------------------------------------------------------------------------
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// FragInputs
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// This structure gather all possible varying/interpolator for this shader.
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//-------------------------------------------------------------------------------------
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs.hlsl"
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struct FragInputs
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{
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// Contain value return by SV_POSITION (That is name positionCS in PackedVarying).
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// xy: unormalized screen position (offset by 0.5), z: device depth, w: depth in view space
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// Note: SV_POSITION is the result of the clip space position provide to the vertex shaders that is transform by the viewport
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float4 unPositionSS; // In case depth offset is use, positionWS.w is equal to depth offset
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float3 positionWS;
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float2 texCoord0;
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float2 texCoord1;
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float2 texCoord2;
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float2 texCoord3;
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float3 tangentToWorld[3];
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float4 vertexColor;
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// CAUTION: Only use with velocity currently, null else
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// Note: Z component is not use currently
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// This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in unPositionSS
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float4 positionCS;
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float4 previousPositionCS;
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// end velocity specific
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// For two sided lighting
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bool isFrontFace;
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};
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void ApplyDepthOffsetAttribute(float depthOffsetVS, inout FragInputs fragInput)
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{
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fragInput.positionCS.w += depthOffsetVS;
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fragInput.previousPositionCS.w += depthOffsetVS;
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}
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void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEWVARYING_TEXCOORD0:
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result = float3(input.texCoord0, 0.0);
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break;
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case DEBUGVIEWVARYING_TEXCOORD1:
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result = float3(input.texCoord1, 0.0);
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break;
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case DEBUGVIEWVARYING_TEXCOORD2:
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result = float3(input.texCoord2, 0.0);
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break;
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case DEBUGVIEWVARYING_TEXCOORD3:
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result = float3(input.texCoord3, 0.0);
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break;
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case DEBUGVIEWVARYING_VERTEX_TANGENT_WS:
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result = input.tangentToWorld[0].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS:
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result = input.tangentToWorld[1].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEWVARYING_VERTEX_NORMAL_WS:
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result = input.tangentToWorld[2].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEWVARYING_VERTEX_COLOR:
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result = input.vertexColor.rgb; needLinearToSRGB = true;
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break;
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case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA:
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result = input.vertexColor.aaa;
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break;
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}
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}
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