您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

71 行
2.4 KiB

//-------------------------------------------------------------------------------------
// FragInputs
// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.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 unPositionSS; // In case depth offset is use, positionWS.w is equal to depth offset
float3 positionWS;
float2 texCoord0;
float2 texCoord1;
float2 texCoord2;
float2 texCoord3;
float3 tangentToWorld[3];
float4 color; // vertex color
// For two sided lighting
bool isFrontFace;
};
// FragInputs use dir vector that are normalized in the code even if not used
// so we initialize them to a valid != 0 to shutdown compiler warning
FragInputs InitializeFragInputs()
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.tangentToWorld[0] = float3(0.0, 0.0, 1.0);
output.tangentToWorld[2] = float3(0.0, 0.0, 1.0);
return output;
}
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.tangentToWorld[0].xyz * 0.5 + 0.5;
break;
case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS:
result = input.tangentToWorld[1].xyz * 0.5 + 0.5;
break;
case DEBUGVIEWVARYING_VERTEX_NORMAL_WS:
result = input.tangentToWorld[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;
}
}