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UNITY_INSTANCING_BUFFER_START(Terrain)
UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
UNITY_INSTANCING_BUFFER_END(Terrain)
AttributesMesh ApplyMeshModification(AttributesMesh input)
{
#ifdef UNITY_INSTANCING_ENABLED
float2 patchVertex = input.positionOS.xy;
float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
input.positionOS.xz = sampleCoords * _TerrainHeightmapScale.xz;
input.positionOS.y = height * _TerrainHeightmapScale.y;
#ifdef ATTRIBUTES_NEED_NORMAL
input.normalOS = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
#endif
#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
input.uv0 = sampleCoords;
#else
input.uv0 = sampleCoords * _TerrainHeightmapRecipSize.zw;
#endif
#endif
#endif
#ifdef ATTRIBUTES_NEED_TANGENT
input.tangentOS.xyz = cross(float3(0,0,1), input.normalOS);
input.tangentOS.w = 1;
#endif
return input;
}
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS, float4 time)
{
}