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#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// TODO: For now disable per pixel and per vertex displacement mapping with motion vector
// as vertex normal is not available
#define ATTRIBUTES_WANT_PREVIOUS_POSITION
#ifdef ATTRIBUTES_WANT_PREVIOUS_POSITION
float3 previousPositionOS : NORMAL; // Caution : Currently use same semantic than normal, so conflict for tesselation...
#endif
#ifdef TESSELLATION_ON
// Copy paste of above struct with POSITION rename to INTERNALTESSPOS (internal of unity shader compiler)
struct AttributesTessellation
{
float3 positionOS : INTERNALTESSPOS;
float3 previousPositionOS : NORMAL;
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
#endif
#if NEED_TANGENT_TO_WORLD
// float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#endif
};
AttributesTessellation AttributesToAttributesTessellation(Attributes input)
{
AttributesTessellation output;
output.positionOS = input.positionOS;
output.previousPositionOS = input.previousPositionOS;
#if NEED_TEXCOORD0
output.uv0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
// output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
Attributes AttributesTessellationToAttributes(AttributesTessellation input)
{
Attributes output;
output.positionOS = input.positionOS;
output.previousPositionOS = input.previousPositionOS;
#if NEED_TEXCOORD0
output.uv0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
// output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
AttributesTessellation InterpolateWithBaryCoords(AttributesTessellation input0, AttributesTessellation input1, AttributesTessellation input2, float3 baryCoords)
{
AttributesTessellation ouput;
TESSELLATION_INTERPOLATE_BARY(positionOS, baryCoords);
TESSELLATION_INTERPOLATE_BARY(previousPositionOS, baryCoords);
#if NEED_TEXCOORD0
TESSELLATION_INTERPOLATE_BARY(uv0, baryCoords);
#endif
#if NEED_TANGENT_TO_WORLD
// TESSELLATION_INTERPOLATE_BARY(normalOS, baryCoords);
TESSELLATION_INTERPOLATE_BARY(tangentOS, baryCoords);
#endif
return ouput;
}
#endif // TESSELLATION_ON
struct Varyings
{
float4 positionCS;
float3 positionWS;
// Note: Z component is not use
float4 transferPositionCS;
float4 transferPreviousPositionCS;
#if NEED_TEXCOORD0
float2 texCoord0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 tangentToWorld[3];
#endif
};
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if NEED_TANGENT_TO_WORLD
float4 interpolators[5] : TEXCOORD0;
#elif NEED_TEXCOORD0
float4 interpolators[3] : TEXCOORD0;
#else
float4 interpolators[3] : TEXCOORD0;
#endif
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
output.interpolators[0] = float4(input.positionWS, 0.0);
output.interpolators[1] = float4(input.transferPositionCS.xyw, 0.0);
output.interpolators[2] = float4(input.transferPreviousPositionCS.xyw, 0.0);
#if NEED_TANGENT_TO_WORLD
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
output.interpolators[3].xyz = input.tangentToWorld[0];
output.interpolators[4].xyz = input.tangentToWorld[1];
output.interpolators[2].w = input.tangentToWorld[2].x;
output.interpolators[3].w = input.tangentToWorld[2].y;
output.interpolators[4].w = input.tangentToWorld[2].z;
#elif NEED_TEXCOORD0
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
#endif
return output;
}
FragInputs UnpackVaryings(PackedVaryings input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.unPositionSS = input.positionCS; // input.positionCS is SV_Position
output.positionWS = input.interpolators[0].xyz;
output.positionCS = float4(input.interpolators[1].xy, 0.0, input.interpolators[1].z);
output.previousPositionCS = float4(input.interpolators[1].xy, 0.0, input.interpolators[2].z);
#if NEED_TANGENT_TO_WORLD
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
output.tangentToWorld[0] = input.interpolators[3].xyz;
output.tangentToWorld[1] = input.interpolators[4].xyz;
output.tangentToWorld[2] = float3(input.interpolators[2].w, input.interpolators[3].w, input.interpolators[4].w);
#elif NEED_TEXCOORD0
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
#endif
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
output.positionWS = TransformObjectToWorld(input.positionOS);
// TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
output.positionCS = TransformWorldToHClip(output.positionWS);
// TODO: Clean this code, put in function ?
output.transferPositionCS = mul(_NonJitteredVP, mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)));
output.transferPreviousPositionCS = mul(_PreviousVP, mul(_PreviousM, _HasLastPositionData ? float4(input.previousPositionOS, 1.0) : float4(input.positionOS, 1.0)));
#if NEED_TEXCOORD0
output.texCoord0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
#endif
return PackVaryings(output);
}