b486678290
Library -Artifacts
66 lines
8.0 KiB
HLSL
66 lines
8.0 KiB
HLSL
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
|
|
{
|
|
SurfaceDescriptionInputs output;
|
|
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
|
|
|
|
$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 preserve 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 = normalize(input.viewDirectionWS);
|
|
$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 = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
|
|
$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.positionPredisplacementWS;
|
|
$SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = TransformWorldToObject(input.positionPredisplacementWS);
|
|
$SurfaceDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(input.positionPredisplacementWS);
|
|
$SurfaceDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
|
|
$SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement:output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(input.positionPredisplacementWS);
|
|
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
|
|
$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;
|
|
$SurfaceDescriptionInputs.VertexID: output.VertexID = input.vertexID;
|
|
$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;
|
|
}
|