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51 行
2.0 KiB
51 行
2.0 KiB
#if (SHADERPASS != SHADERPASS_DBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DBUFFER_MESH)
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#error SHADERPASS_is_not_correctly_define
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#endif
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#include "VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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void Frag( PackedVaryingsToPS packedInput,
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OUTPUT_DBUFFER(outDBuffer)
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)
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{
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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DecalSurfaceData surfaceData;
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
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float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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// Transform from world space to decal space (DS) to clip the decal.
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// For this we must use absolute position.
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// There is no lose of precision here as it doesn't involve the camera matrix
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float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
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float3 positionDS = mul(UNITY_MATRIX_I_M, float4(positionWS, 1.0)).xyz;
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positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5);
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clip(positionDS); // clip negative value
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clip(1.0 - positionDS); // Clip value above one
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float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(matrix, _NormalToWorld);
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GetSurfaceData(positionDS.xz, normalToWorld, surfaceData);
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// have to do explicit test since compiler behavior is not defined for RW resources and discard instructions
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if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
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{
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#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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GetSurfaceData(input, surfaceData);
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#endif
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uint oldVal = UnpackByte(_DecalHTile[input.positionSS.xy / 8]);
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oldVal |= surfaceData.HTileMask;
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_DecalHTile[input.positionSS.xy / 8] = PackByte(oldVal);
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
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}
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#endif
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ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
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}
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