9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
67 lines
3.0 KiB
HLSL
67 lines
3.0 KiB
HLSL
#define TESSELLATION_INTERPOLATE_BARY(name, bary) output.name = input0.name * bary.x + input1.name * bary.y + input2.name * bary.z
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// p0, p1, p2 triangle world position
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// p0, p1, p2 triangle world vertex normal
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real3 PhongTessellation(real3 positionWS, real3 p0, real3 p1, real3 p2, real3 n0, real3 n1, real3 n2, real3 baryCoords, real shape)
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{
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real3 c0 = ProjectPointOnPlane(positionWS, p0, n0);
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real3 c1 = ProjectPointOnPlane(positionWS, p1, n1);
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real3 c2 = ProjectPointOnPlane(positionWS, p2, n2);
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real3 phongPositionWS = baryCoords.x * c0 + baryCoords.y * c1 + baryCoords.z * c2;
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return lerp(positionWS, phongPositionWS, shape);
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}
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// Reference: http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Bilodeau_Bill_Direct3D11TutorialTessellation.pdf
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// Compute both screen and distance based adaptation - return factor between 0 and 1
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real3 GetScreenSpaceTessFactor(real3 p0, real3 p1, real3 p2, real4x4 viewProjectionMatrix, real4 screenSize, real triangleSize)
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{
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// Get screen space adaptive scale factor
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real2 edgeScreenPosition0 = ComputeNormalizedDeviceCoordinates(p0, viewProjectionMatrix) * screenSize.xy;
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real2 edgeScreenPosition1 = ComputeNormalizedDeviceCoordinates(p1, viewProjectionMatrix) * screenSize.xy;
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real2 edgeScreenPosition2 = ComputeNormalizedDeviceCoordinates(p2, viewProjectionMatrix) * screenSize.xy;
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real EdgeScale = 1.0 / triangleSize; // Edge size in reality, but name is simpler
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real3 tessFactor;
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tessFactor.x = saturate(distance(edgeScreenPosition1, edgeScreenPosition2) * EdgeScale);
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tessFactor.y = saturate(distance(edgeScreenPosition0, edgeScreenPosition2) * EdgeScale);
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tessFactor.z = saturate(distance(edgeScreenPosition0, edgeScreenPosition1) * EdgeScale);
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return tessFactor;
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}
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real3 GetDistanceBasedTessFactor(real3 p0, real3 p1, real3 p2, real3 cameraPosWS, real tessMinDist, real tessMaxDist)
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{
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real3 edgePosition0 = 0.5 * (p1 + p2);
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real3 edgePosition1 = 0.5 * (p0 + p2);
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real3 edgePosition2 = 0.5 * (p0 + p1);
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// In case camera-relative rendering is enabled, 'cameraPosWS' is statically known to be 0,
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// so the compiler will be able to optimize distance() to length().
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real dist0 = distance(edgePosition0, cameraPosWS);
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real dist1 = distance(edgePosition1, cameraPosWS);
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real dist2 = distance(edgePosition2, cameraPosWS);
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// The saturate will handle the produced NaN in case min == max
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real fadeDist = tessMaxDist - tessMinDist;
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real3 tessFactor;
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tessFactor.x = saturate(1.0 - (dist0 - tessMinDist) / fadeDist);
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tessFactor.y = saturate(1.0 - (dist1 - tessMinDist) / fadeDist);
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tessFactor.z = saturate(1.0 - (dist2 - tessMinDist) / fadeDist);
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return tessFactor;
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}
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real4 CalcTriTessFactorsFromEdgeTessFactors(real3 triVertexFactors)
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{
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real4 tess;
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tess.x = triVertexFactors.x;
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tess.y = triVertexFactors.y;
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tess.z = triVertexFactors.z;
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0;
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return tess;
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}
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