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62 行
2.2 KiB
62 行
2.2 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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// Attributes
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#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT)
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#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT)
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#define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND))
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// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)
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// Tesselation require normal
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#if REQUIRE_NORMAL
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#define ATTRIBUTES_NEED_NORMAL
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#endif
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#if REQUIRE_TANGENT_TO_WORLD
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#define ATTRIBUTES_NEED_TANGENT
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#endif
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#if REQUIRE_VERTEX_COLOR
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#define ATTRIBUTES_NEED_COLOR
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#endif
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// About UV
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// When UVX is present, we assume that UVX - 1 ... UV0 is present
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#define ATTRIBUTES_NEED_TEXCOORD0 // Always present, distortion use TexCoord0
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#if defined(_VERTEX_DISPLACEMENT) || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_TESSELLATION_DISPLACEMENT)
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#define ATTRIBUTES_NEED_TEXCOORD1
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#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
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#define ATTRIBUTES_NEED_TEXCOORD2
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#endif
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#if defined(_REQUIRE_UV3)
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#define ATTRIBUTES_NEED_TEXCOORD3
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#endif
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#endif
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// Varying - Use for pixel shader
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// This second set of define allow to say which varyings will be output in the vertex (no more tesselation)
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#define VARYINGS_NEED_POSITION_WS // Can be require if we have planar or triplanar distortion
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#if REQUIRE_TANGENT_TO_WORLD
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#define VARYINGS_NEED_TANGENT_TO_WORLD
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#endif
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#define VARYINGS_NEED_TEXCOORD0 // Always use with distortion
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#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
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#define VARYINGS_NEED_TEXCOORD1
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#ifdef ATTRIBUTES_NEED_TEXCOORD2
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#define VARYINGS_NEED_TEXCOORD2
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD3
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#define VARYINGS_NEED_TEXCOORD3
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#endif
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#ifdef ATTRIBUTES_NEED_COLOR
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#define VARYINGS_NEED_COLOR
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#endif
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#endif
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// This include will define the various Attributes/Varyings structure
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#include "HDRP/ShaderPass/VaryingMesh.hlsl"
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