VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); $VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS; $VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS); $VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal); $VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); $VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS.xyz; $VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz); $VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); $VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); $VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale()); $VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent); $VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); $VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); $VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS; $VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS); $VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition); $VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); $VertexDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); $VertexDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = input.positionOS; $VertexDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = TransformObjectToWorld(input.positionOS); $VertexDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(output.WorldSpacePosition); $VertexDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f); $VertexDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); $VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition); $VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); $VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); $VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); $VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform); $VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x); $VertexDescriptionInputs.NDCPosition: output.NDCPosition = output.ScreenPosition.xy / output.ScreenPosition.w; $VertexDescriptionInputs.PixelPosition: output.PixelPosition = float2(output.NDCPosition.x, 1.0f - output.NDCPosition.y) * _ScreenParams.xy; $VertexDescriptionInputs.uv0: output.uv0 = input.uv0; $VertexDescriptionInputs.uv1: output.uv1 = input.uv1; $VertexDescriptionInputs.uv2: output.uv2 = input.uv2; $VertexDescriptionInputs.uv3: output.uv3 = input.uv3; $VertexDescriptionInputs.VertexColor: output.VertexColor = input.color; $VertexDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; $VertexDescriptionInputs.BoneWeights: output.BoneWeights = input.weights; $VertexDescriptionInputs.BoneIndices: output.BoneIndices = input.indices; $VertexDescriptionInputs.VertexID: output.VertexID = input.vertexID; return output; } void TerrainVaryingGeneration(inout Attributes input, inout Varyings output) { float4 positionOS = float4(input.positionOS, 1.0); #if defined(VARYINGS_NEED_TEXCOORD0) && defined(ATTRIBUTES_NEED_NORMAL) TerrainInstancing(positionOS, input.normalOS, input.uv0.xy); #elif defined(VARYINGS_NEED_TEXCOORD0) float3 normal = float3(0, 0, 0); TerrainInstancing(positionOS, normal, input.uv0.xy); #elif defined(ATTRIBUTES_NEED_NORMAL) TerrainInstancing(positionOS, input.normalOS); #else TerrainInstancing(positionOS); #endif input.positionOS = positionOS.xyz; #if defined(VARYINGS_NEED_TEXCOORD0) && defined(UNIVERSAL_TERRAIN_SPLAT01) output.uvSplat01.xy = TRANSFORM_TEX(input.uv0, _Splat0); output.uvSplat01.zw = TRANSFORM_TEX(input.uv0, _Splat1); #endif #if defined(VARYINGS_NEED_TEXCOORD0) && defined(UNIVERSAL_TERRAIN_SPLAT23) output.uvSplat23.xy = TRANSFORM_TEX(input.uv0, _Splat2); output.uvSplat23.zw = TRANSFORM_TEX(input.uv0, _Splat3); #endif } float4 ConstructTerrainTangent(float3 normal, float3 positiveZ) { // Consider a flat terrain. It should have tangent be (1, 0, 0) and bitangent be (0, 0, 1) as the UV of the terrain grid mesh is a scale of the world XZ position. // In CreateTangentToWorld function (in SpaceTransform.hlsl), it is cross(normal, tangent) * sgn for the bitangent vector. // It is not true in a left-handed coordinate system for the terrain bitangent, if we provide 1 as the tangent.w. It would produce (0, 0, -1) instead of (0, 0, 1). // Also terrain's tangent calculation was wrong in a left handed system because cross((0,0,1), terrainNormalOS) points to the wrong direction as negative X. // Therefore all the 4 xyzw components of the tangent needs to be flipped to correct the tangent frame. // (See TerrainLitData.hlsl - GetSurfaceAndBuiltinData) float3 tangent = cross(normal, positiveZ); return float4(tangent, -1); }