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166 行
6.3 KiB
166 行
6.3 KiB
float3 GetVertexDisplacement(float3 positionWS, float3 normalWS, float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 vertexColor)
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{
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// This call will work for both LayeredLit and Lit shader
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LayerTexCoord layerTexCoord;
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ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
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GetLayerTexCoord(texCoord0, texCoord1, texCoord2, texCoord3, positionWS, normalWS, layerTexCoord);
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// TODO: do this algorithm for lod fetching as lod not available in vertex/domain shader
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// http://www.sebastiansylvan.com/post/the-problem-with-tessellation-in-directx-11/
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float lod = 0.0;
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return ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod) * normalWS;
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}
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void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS, float4 time)
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{
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#if defined(_VERTEX_DISPLACEMENT)
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positionWS += GetVertexDisplacement(positionWS, normalWS,
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#ifdef ATTRIBUTES_NEED_TEXCOORD0
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input.uv0,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD1
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input.uv1,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD2
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input.uv2,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD3
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input.uv3,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef ATTRIBUTES_NEED_COLOR
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input.color
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#else
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float4(0.0, 0.0, 0.0, 0.0)
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#endif
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);
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#endif
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#ifdef _VERTEX_WIND
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float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
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ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, time);
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#endif
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}
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#ifdef TESSELLATION_ON
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float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2)
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{
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float maxDisplacement = GetMaxDisplacement();
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// For tessellation we want to process tessellation factor always from the point of view of the camera (to be consistent and avoid Z-fight).
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// For the culling part however we want to use the current view (shadow view).
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// Thus the following code play with both.
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float frustumEps = -maxDisplacement; // "-" Expected parameter for CullTriangleEdgesFrustum
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// TODO: the only reason I test the near plane here is that I am not sure that the product of other tessellation factors
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// (such as screen-space/distance-based) results in the tessellation factor of 1 for the geometry behind the near plane.
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// If that is the case (and, IMHO, it should be), we shouldn't have to test the near plane here.
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bool3 frustumCullEdgesMainView = CullTriangleEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane
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#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
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bool frustumCullCurrView = all(frustumCullEdgesMainView);
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#else
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// 'unity_CameraWorldClipPlanes' are camera-relative rendering aware.
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bool frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, unity_CameraWorldClipPlanes, 4); // Do not test near/far planes
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#endif
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bool faceCull = false;
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#ifndef _DOUBLESIDED_ON
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if (_TessellationBackFaceCullEpsilon > -1.0) // Is back-face culling enabled ?
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{
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// Handle transform mirroring (like negative scaling)
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// Note: We don't need to handle handness of view matrix here as the backface is perform in worldspace
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float winding = unity_WorldTransformParams.w;
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faceCull = CullTriangleBackFace(p0, p1, p2, _TessellationBackFaceCullEpsilon, GetCurrentViewPosition(), winding); // Use shadow view
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}
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#endif
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if (frustumCullCurrView || faceCull)
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{
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// Settings factor to 0 will kill the triangle
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return 0;
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}
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// For performance reasons, we choose not to tessellate outside of the main camera view
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// (we perform this test both during the regular scene rendering and the shadow pass).
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// For edges not visible from the main view, our goal is to set the tessellation factor to 1.
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// In this case, we set the tessellation factor to 0 here.
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// That way, all scaling of this tessellation factor will still result in 0.
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// Before we call CalcTriTessFactorsFromEdgeTessFactors(), all factors are clamped by max(f, 1),
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// which achieves the desired effect.
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float3 edgeTessFactors = float3(frustumCullEdgesMainView.x ? 0 : 1, frustumCullEdgesMainView.y ? 0 : 1, frustumCullEdgesMainView.z ? 0 : 1);
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// Adaptive screen space tessellation
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if (_TessellationFactorTriangleSize > 0.0)
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{
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// return a value between 0 and 1
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// Warning: '_ViewProjMatrix' is not the same as UNITY_MATRIX_VP for shadow views!
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edgeTessFactors *= GetScreenSpaceTessFactor( p0, p1, p2, _ViewProjMatrix, _ScreenSize, _TessellationFactorTriangleSize); // Use primary camera view
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}
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// Distance based tessellation
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if (_TessellationFactorMaxDistance > 0.0)
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{
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float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, GetPrimaryCameraPosition(), _TessellationFactorMinDistance, _TessellationFactorMaxDistance); // Use primary camera view
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// We square the disance factor as it allow a better percptual descrease of vertex density.
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edgeTessFactors *= distFactor * distFactor;
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}
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edgeTessFactors *= _TessellationFactor;
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// TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0
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edgeTessFactors = max(edgeTessFactors, float3(1.0, 1.0, 1.0));
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return CalcTriTessFactorsFromEdgeTessFactors(edgeTessFactors);
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}
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// tessellationFactors
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// x - 1->2 edge
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// y - 2->0 edge
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// z - 0->1 edge
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// w - inside tessellation factor
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void ApplyTessellationModification(VaryingsMeshToDS input, float3 normalWS, inout float3 positionWS)
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{
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#if defined(_TESSELLATION_DISPLACEMENT)
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positionWS += GetVertexDisplacement(positionWS, normalWS,
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#ifdef VARYINGS_DS_NEED_TEXCOORD0
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input.texCoord0,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD1
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input.texCoord1,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD2
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input.texCoord2,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_TEXCOORD3
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input.texCoord3,
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#else
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float2(0.0, 0.0),
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#endif
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#ifdef VARYINGS_DS_NEED_COLOR
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input.color
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#else
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float4(0.0, 0.0, 0.0, 0.0)
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#endif
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);
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#endif // _TESSELLATION_DISPLACEMENT
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}
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#endif // #ifdef TESSELLATION_ON
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