91 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			91 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|  | SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) | ||
|  | { | ||
|  |     SurfaceDescriptionInputs output; | ||
|  |     ZERO_INITIALIZE(SurfaceDescriptionInputs, output); | ||
|  | 
 | ||
|  | #ifdef HAVE_VFX_MODIFICATION | ||
|  | #if VFX_USE_GRAPH_VALUES | ||
|  |     uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex)); | ||
|  |     $splice(VFXLoadGraphValues) | ||
|  | #endif | ||
|  |     $splice(VFXSetFragInputs) | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.elementToWorld: BuildElementToWorld(input); | ||
|  |     $SurfaceDescriptionInputs.worldToElement: BuildWorldToElement(input); | ||
|  | #endif | ||
|  | 
 | ||
|  |     $splice(CustomInterpolatorCopyToSDI) | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceNormal: // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceNormal: float3 unnormalizedNormalWS = input.normalWS; | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceNormal: const float renormFactor = 1.0 / length(unnormalizedNormalWS); | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceBiTangent: // use bitangent on the fly like in hdrp | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceBiTangent: // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceBiTangent: float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0)* GetOddNegativeScale(); | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceBiTangent: float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz); | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceNormal:                         output.WorldSpaceNormal = renormFactor * input.normalWS.xyz;      // we want a unit length Normal Vector node in shader graph | ||
|  |     $SurfaceDescriptionInputs.ObjectSpaceNormal:                        output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M));           // transposed multiplication by inverse matrix to handle normal scale | ||
|  |     $SurfaceDescriptionInputs.ViewSpaceNormal:                          output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V);         // transposed multiplication by inverse matrix to handle normal scale | ||
|  |     $SurfaceDescriptionInputs.TangentSpaceNormal:                       output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceTangent: // to pr               eserve mikktspace compliance we use same scale renormFactor as was used on the normal. | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceTangent: // This                is explained in section 2.2 in "surface gradient based bump mapping framework" | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceTangent:                        output.WorldSpaceTangent = renormFactor * input.tangentWS.xyz; | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceBiTangent:                      output.WorldSpaceBiTangent = renormFactor * bitang; | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.ObjectSpaceTangent:                       output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); | ||
|  |     $SurfaceDescriptionInputs.ViewSpaceTangent:                         output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); | ||
|  |     $SurfaceDescriptionInputs.TangentSpaceTangent:                      output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); | ||
|  |     $SurfaceDescriptionInputs.ObjectSpaceBiTangent:                     output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); | ||
|  |     $SurfaceDescriptionInputs.ViewSpaceBiTangent:                       output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); | ||
|  |     $SurfaceDescriptionInputs.TangentSpaceBiTangent:                    output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); | ||
|  |     $SurfaceDescriptionInputs.WorldSpaceViewDirection:                  output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.ObjectSpaceViewDirection:                 output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); | ||
|  |     $SurfaceDescriptionInputs.ViewSpaceViewDirection:                   output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); | ||
|  |     $SurfaceDescriptionInputs.TangentSpaceViewDirection:                float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent, output.WorldSpaceBiTangent, output.WorldSpaceNormal); | ||
|  |     $SurfaceDescriptionInputs.TangentSpaceViewDirection:                output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection); | ||
|  |     $SurfaceDescriptionInputs.WorldSpacePosition:                       output.WorldSpacePosition = input.positionWS; | ||
|  |     $SurfaceDescriptionInputs.ObjectSpacePosition:                      output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.ViewSpacePosition:                        output.ViewSpacePosition = TransformWorldToView(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.TangentSpacePosition:                     output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); | ||
|  |     $SurfaceDescriptionInputs.AbsoluteWorldSpacePosition:               output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.WorldSpacePositionPredisplacement:        output.WorldSpacePositionPredisplacement = input.positionWS; | ||
|  |     $SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement:       output.ObjectSpacePositionPredisplacement = TransformWorldToObject(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.ViewSpacePositionPredisplacement:         output.ViewSpacePositionPredisplacement = TransformWorldToView(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.TangentSpacePositionPredisplacement:      output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f); | ||
|  |     $SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement:output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(input.positionWS); | ||
|  |     $SurfaceDescriptionInputs.ScreenPosition:                           output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x); | ||
|  | 
 | ||
|  |     #if UNITY_UV_STARTS_AT_TOP | ||
|  |     $SurfaceDescriptionInputs.PixelPosition:                            output.PixelPosition = float2(input.positionCS.x, (_ProjectionParams.x < 0) ? (_ScaledScreenParams.y - input.positionCS.y) : input.positionCS.y); | ||
|  |     #else | ||
|  |     $SurfaceDescriptionInputs.PixelPosition:                            output.PixelPosition = float2(input.positionCS.x, (_ProjectionParams.x > 0) ? (_ScaledScreenParams.y - input.positionCS.y) : input.positionCS.y); | ||
|  |     #endif | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.NDCPosition:                              output.NDCPosition = output.PixelPosition.xy / _ScaledScreenParams.xy; | ||
|  |     $SurfaceDescriptionInputs.NDCPosition:                              output.NDCPosition.y = 1.0f - output.NDCPosition.y; | ||
|  | 
 | ||
|  |     $SurfaceDescriptionInputs.uv0:                                      output.uv0 = input.texCoord0; | ||
|  |     $SurfaceDescriptionInputs.uv1:                                      output.uv1 = input.texCoord1; | ||
|  |     $SurfaceDescriptionInputs.uv2:                                      output.uv2 = input.texCoord2; | ||
|  |     $SurfaceDescriptionInputs.uv3:                                      output.uv3 = input.texCoord3; | ||
|  |     $SurfaceDescriptionInputs.VertexColor:                              output.VertexColor = input.color; | ||
|  | #if UNITY_ANY_INSTANCING_ENABLED | ||
|  |     $SurfaceDescriptionInputs.InstanceID:                               output.InstanceID = unity_InstanceID; | ||
|  | #else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect. | ||
|  |     $SurfaceDescriptionInputs.InstanceID:                               output.InstanceID = input.instanceID; | ||
|  | #endif | ||
|  |     $SurfaceDescriptionInputs.TimeParameters:                           output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value | ||
|  | #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) | ||
|  | #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false); | ||
|  | #else | ||
|  | #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN | ||
|  | #endif | ||
|  |     $SurfaceDescriptionInputs.FaceSign:                  BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN | ||
|  | #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN | ||
|  | 
 | ||
|  |         return output; | ||
|  | } |