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94 行
2.7 KiB
94 行
2.7 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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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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float2 uv0 : TEXCOORD0;
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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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float3 positionWS;
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float2 texCoord0;
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#if NEED_TANGENT_TO_WORLD
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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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#else
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float4 interpolators[2] : 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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output.interpolators[0] = float4(input.positionWS, 0.0);
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output.interpolators[0].w = input.texCoord0.x;
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output.interpolators[1] = float4(0.0, 0.0, 0.0, input.texCoord0.y);
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#if NEED_TANGENT_TO_WORLD
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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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#endif
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return output;
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}
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FragInputs UnpackVaryings(PackedVaryings input)
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{
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FragInputs output;
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ZERO_INITIALIZE(FragInputs, output);
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output.unPositionSS = input.positionCS; // input.positionCS is SV_Position
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output.positionWS = input.interpolators[0].xyz;
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#if NEED_TANGENT_TO_WORLD
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output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
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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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#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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output.positionWS = TransformObjectToWorld(input.positionOS);
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// TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
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output.positionCS = TransformWorldToHClip(output.positionWS);
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output.texCoord0 = input.uv0;
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#if NEED_TANGENT_TO_WORLD
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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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