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107 行
2.9 KiB
107 行
2.9 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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// Check if Alpha test is enabled. If it is, check if parallax is enabled on this material
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#define NEED_TEXCOORD0 defined(_ALPHATEST_ON)
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#define NEED_TANGENT_TO_WORLD NEED_TEXCOORD0 && (defined(_HEIGHTMAP) && !defined(_HEIGHTMAP_AS_DISPLACEMENT))
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struct Attributes
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{
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float3 positionOS : POSITION;
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#if NEED_TEXCOORD0
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float2 uv0 : TEXCOORD0;
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#endif
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#if NEED_TANGENT_TO_WORLD
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float4 tangentOS : TANGENT;
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#endif
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};
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struct Varyings
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{
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float4 positionCS;
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#if NEED_TEXCOORD0
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float2 texCoord0;
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#endif
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#if NEED_TANGENT_TO_WORLD
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float3 positionWS;
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float3 tangentToWorld[3];
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#endif
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_Position;
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#if NEED_TANGENT_TO_WORLD
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float4 interpolators[4] : TEXCOORD0;
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#elif NEED_TEXCOORD0
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float4 interpolators[1] : TEXCOORD0;
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#endif
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};
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// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
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PackedVaryings PackVaryings(Varyings input)
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{
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PackedVaryings output;
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output.positionCS = input.positionCS;
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#if NEED_TANGENT_TO_WORLD
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output.interpolators[0].xyz = input.positionWS.xyz;
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output.interpolators[1].xyz = input.tangentToWorld[0];
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output.interpolators[2].xyz = input.tangentToWorld[1];
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output.interpolators[3].xyz = input.tangentToWorld[2];
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output.interpolators[0].w = input.texCoord0.x;
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output.interpolators[1].w = input.texCoord0.y;
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#elif NEED_TEXCOORD0
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output.interpolators[0] = float4(input.texCoord0, 0.0, 0.0);
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#endif
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return output;
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}
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FragInput UnpackVaryings(PackedVaryings input)
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{
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FragInput output;
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ZERO_INITIALIZE(FragInput, output);
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output.unPositionSS = input.positionCS; // as input we have the vpos
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#if NEED_TANGENT_TO_WORLD
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output.positionWS.xyz = input.interpolators[0].xyz;
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output.tangentToWorld[0] = input.interpolators[1].xyz;
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output.tangentToWorld[1] = input.interpolators[2].xyz;
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output.tangentToWorld[2] = input.interpolators[3].xyz;
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output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
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#elif NEED_TEXCOORD0
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output.texCoord0.xy = input.interpolators[0].xy;
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#endif
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return output;
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}
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PackedVaryings Vert(Attributes input)
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{
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Varyings output;
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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output.positionCS = TransformWorldToHClip(positionWS);
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#if NEED_TEXCOORD0
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output.texCoord0 = input.uv0;
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#endif
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#if NEED_TANGENT_TO_WORLD
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output.positionWS = positionWS;
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
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float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
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output.tangentToWorld[0] = tangentToWorld[0];
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output.tangentToWorld[1] = tangentToWorld[1];
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output.tangentToWorld[2] = tangentToWorld[2];
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#endif
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return PackVaryings(output);
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}
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