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
90 行
2.4 KiB
90 行
2.4 KiB
#ifndef SHADERPASS
|
|
#error Undefine_SHADERPASS
|
|
#endif
|
|
CBUFFER_START(UnityMetaPass)
|
|
// x = use uv1 as raster position
|
|
// y = use uv2 as raster position
|
|
bool4 unity_MetaVertexControl;
|
|
|
|
// x = return albedo
|
|
// y = return normal
|
|
bool4 unity_MetaFragmentControl;
|
|
|
|
CBUFFER_END
|
|
|
|
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
|
|
float unity_OneOverOutputBoost;
|
|
float unity_MaxOutputValue;
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
|
|
float2 uv2 : TEXCOORD2;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS;
|
|
float2 texCoord0;
|
|
float2 texCoord1;
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float4 interpolators[1] : TEXCOORD0;
|
|
};
|
|
|
|
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
|
|
PackedVaryings PackVaryings(Varyings input)
|
|
{
|
|
PackedVaryings output;
|
|
output.positionCS = input.positionCS;
|
|
output.interpolators[0].xy = input.texCoord0;
|
|
output.interpolators[0].zw = input.texCoord1;
|
|
|
|
return output;
|
|
}
|
|
|
|
FragInputs UnpackVaryings(PackedVaryings input)
|
|
{
|
|
FragInputs output;
|
|
ZERO_INITIALIZE(FragInputs, output);
|
|
|
|
output.unPositionSS = input.positionCS; // input.positionCS is SV_Position
|
|
output.texCoord0 = input.interpolators[0].xy;
|
|
output.texCoord1 = input.interpolators[0].zw;
|
|
|
|
return output;
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
// Output UV coordinate in vertex shader
|
|
if (unity_MetaVertexControl.x)
|
|
{
|
|
input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
// OpenGL right now needs to actually use incoming vertex position,
|
|
// so use it in a very dummy way
|
|
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
|
|
}
|
|
if (unity_MetaVertexControl.y)
|
|
{
|
|
input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
// OpenGL right now needs to actually use incoming vertex position,
|
|
// so use it in a very dummy way
|
|
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
|
|
}
|
|
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS);
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
output.texCoord0 = input.uv0;
|
|
output.texCoord1 = input.uv1;
|
|
|
|
return PackVaryings(output);
|
|
}
|