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181 行
5.7 KiB
181 行
5.7 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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// TODO: For now disable per pixel and per vertex displacement mapping with motion vector
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// as vertex normal is not available
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#define ATTRIBUTES_WANT_PREVIOUS_POSITION
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#ifdef ATTRIBUTES_WANT_PREVIOUS_POSITION
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float3 previousPositionOS : NORMAL; // Caution : Currently use same semantic than normal, so conflict for tesselation...
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#endif
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#ifdef TESSELLATION_ON
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// Copy paste of above struct with POSITION rename to INTERNALTESSPOS (internal of unity shader compiler)
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struct AttributesTessellation
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{
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float3 positionOS : INTERNALTESSPOS;
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float3 previousPositionOS : NORMAL;
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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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// float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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#endif
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};
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AttributesTessellation AttributesToAttributesTessellation(Attributes input)
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{
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AttributesTessellation output;
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output.positionOS = input.positionOS;
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output.previousPositionOS = input.previousPositionOS;
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#if NEED_TEXCOORD0
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output.uv0 = input.uv0;
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#endif
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#if NEED_TANGENT_TO_WORLD
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// output.normalOS = input.normalOS;
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output.tangentOS = input.tangentOS;
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#endif
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return output;
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}
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Attributes AttributesTessellationToAttributes(AttributesTessellation input)
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{
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Attributes output;
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output.positionOS = input.positionOS;
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output.previousPositionOS = input.previousPositionOS;
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#if NEED_TEXCOORD0
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output.uv0 = input.uv0;
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#endif
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#if NEED_TANGENT_TO_WORLD
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// output.normalOS = input.normalOS;
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output.tangentOS = input.tangentOS;
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#endif
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return output;
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}
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AttributesTessellation InterpolateWithBaryCoords(AttributesTessellation input0, AttributesTessellation input1, AttributesTessellation input2, float3 baryCoords)
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{
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AttributesTessellation ouput;
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TESSELLATION_INTERPOLATE_BARY(positionOS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY(previousPositionOS, baryCoords);
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#if NEED_TEXCOORD0
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TESSELLATION_INTERPOLATE_BARY(uv0, baryCoords);
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#endif
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#if NEED_TANGENT_TO_WORLD
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// TESSELLATION_INTERPOLATE_BARY(normalOS, baryCoords);
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TESSELLATION_INTERPOLATE_BARY(tangentOS, baryCoords);
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#endif
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return ouput;
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}
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#endif // TESSELLATION_ON
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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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// Note: Z component is not use
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float4 transferPositionCS;
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float4 transferPreviousPositionCS;
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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 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[5] : TEXCOORD0;
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#elif NEED_TEXCOORD0
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float4 interpolators[3] : TEXCOORD0;
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#else
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float4 interpolators[3] : 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[1] = float4(input.transferPositionCS.xyw, 0.0);
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output.interpolators[2] = float4(input.transferPreviousPositionCS.xyw, 0.0);
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#if NEED_TANGENT_TO_WORLD
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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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output.interpolators[3].xyz = input.tangentToWorld[0];
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output.interpolators[4].xyz = input.tangentToWorld[1];
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output.interpolators[2].w = input.tangentToWorld[2].x;
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output.interpolators[3].w = input.tangentToWorld[2].y;
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output.interpolators[4].w = input.tangentToWorld[2].z;
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#elif NEED_TEXCOORD0
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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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#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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output.positionCS = float4(input.interpolators[1].xy, 0.0, input.interpolators[1].z);
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output.previousPositionCS = float4(input.interpolators[1].xy, 0.0, input.interpolators[2].z);
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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[3].xyz;
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output.tangentToWorld[1] = input.interpolators[4].xyz;
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output.tangentToWorld[2] = float3(input.interpolators[2].w, input.interpolators[3].w, input.interpolators[4].w);
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#elif NEED_TEXCOORD0
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output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
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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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// TODO: Clean this code, put in function ?
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output.transferPositionCS = mul(_NonJitteredVP, mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)));
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output.transferPreviousPositionCS = mul(_PreviousVP, mul(_PreviousM, _HasLastPositionData ? float4(input.previousPositionOS, 1.0) : float4(input.positionOS, 1.0)));
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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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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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