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//-------------------------------------------------------------------------------------
// FragInputs
// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "../Debug/MaterialDebug.cs.hlsl"
struct FragInputs
{
// Contain value return by SV_POSITION (That is name positionCS in PackedVarying).
// xy: unormalized screen position (offset by 0.5), z: device depth, w: depth in view space
// Note: SV_POSITION is the result of the clip space position provide to the vertex shaders that is transform by the viewport
float4 positionSS; // In case depth offset is use, positionWS.w is equal to depth offset
float3 positionWS;
float2 texCoord0;
float2 texCoord1;
float2 texCoord2;
float2 texCoord3;
float4 color; // vertex color
// TODO: confirm with Morten following statement
// Our TBN is orthogonal but is maybe not orthonormal in order to be compliant with external bakers (Like xnormal that use mikktspace).
// (xnormal for example take into account the interpolation when baking the normal and normalizing the tangent basis could cause distortion).
// When using worldToTangent with surface gradient, it doesn't normalize the tangent/bitangent vector (We instead use exact same scale as applied to interpolated vertex normal to avoid breaking compliance).
// this mean that any usage of worldToTangent[1] or worldToTangent[2] outside of the context of normal map (like for POM) must normalize the TBN (TCHECK if this make any difference ?)
// When not using surface gradient, each vector of worldToTangent are normalize (TODO: Maybe they should not even in case of no surface gradient ? Ask Morten)
float3x3 worldToTangent;
// For two sided lighting
bool isFrontFace;
};
void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEWVARYING_TEXCOORD0:
result = float3(input.texCoord0, 0.0);
break;
case DEBUGVIEWVARYING_TEXCOORD1:
result = float3(input.texCoord1, 0.0);
break;
case DEBUGVIEWVARYING_TEXCOORD2:
result = float3(input.texCoord2, 0.0);
break;
case DEBUGVIEWVARYING_TEXCOORD3:
result = float3(input.texCoord3, 0.0);
break;
case DEBUGVIEWVARYING_VERTEX_TANGENT_WS:
result = input.worldToTangent[0].xyz * 0.5 + 0.5;
break;
case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS:
result = input.worldToTangent[1].xyz * 0.5 + 0.5;
break;
case DEBUGVIEWVARYING_VERTEX_NORMAL_WS:
result = input.worldToTangent[2].xyz * 0.5 + 0.5;
break;
case DEBUGVIEWVARYING_VERTEX_COLOR:
result = input.color.rgb; needLinearToSRGB = true;
break;
case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA:
result = input.color.aaa;
break;
}
}