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65 行
2.9 KiB
65 行
2.9 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 "../Debug/MaterialDebug.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 positionSS; // 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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float4 color; // vertex color
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// TODO: confirm with Morten following statement
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// Our TBN is orthogonal but is maybe not orthonormal in order to be compliant with external bakers (Like xnormal that use mikktspace).
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// (xnormal for example take into account the interpolation when baking the normal and normalizing the tangent basis could cause distortion).
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// 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).
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// 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 ?)
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// 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)
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float3x3 worldToTangent;
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// For two sided lighting
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bool isFrontFace;
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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.worldToTangent[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.worldToTangent[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.worldToTangent[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.color.rgb; needLinearToSRGB = true;
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break;
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case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA:
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result = input.color.aaa;
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break;
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}
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}
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