study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Editor/Terrain/BuildTerrainSurfaceDescriptionInputs.template.hlsl
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

138 lines
11 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 = 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) ? (_ScreenParams.y - input.positionCS.y) : input.positionCS.y);
#else
$SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = float2(input.positionCS.x, (_ProjectionParams.x > 0) ? (_ScreenParams.y - input.positionCS.y) : input.positionCS.y);
#endif
$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = output.PixelPosition.xy / _ScreenParams.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;
$SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
#ifdef UNIVERSAL_TERRAIN_SPLAT01
$SurfaceDescriptionInputs.uvSplat01: output.uvSplat01 = input.uvSplat01;
#endif
#ifdef UNIVERSAL_TERRAIN_SPLAT23
$SurfaceDescriptionInputs.uvSplat23: output.uvSplat23 = input.uvSplat23;
#endif
#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;
}
#if SHADERPASS == SHADERPASS_FORWARD || SHADERPASS == SHADERPASS_GBUFFER
void CalculateTerrainNormalWS(Varyings input, inout SurfaceDescription surfaceDescription, inout InputData inputData)
{
$SurfaceDescription.NormalTS: half3 normalTS = surfaceDescription.NormalTS;
$SurfaceDescription.NormalOS: half3 NormalOS = surfaceDescription.NormalOS;
$SurfaceDescription.NormalWS: half3 normalWS = surfaceDescription.NormalWS;
#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
half3 viewDirWS = half3(input.normalViewDir.w, input.tangentViewDir.w, input.bitangentViewDir.w);
$SurfaceDescription.NormalTS: inputData.tangentToWorld = half3x3(-input.tangentViewDir.xyz, input.bitangentViewDir.xyz, input.normalViewDir.xyz);
$SurfaceDescription.NormalTS: half3 normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
$SurfaceDescription.NormalOS: half3 normalWS = TransformObjectToWorldNormal(NormalOS);
#elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
$SurfaceDescription.NormalTS: half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, input.normalWS);
$SurfaceDescription.NormalTS: half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(input.normalWS, tangentWS), input.normalWS));
$SurfaceDescription.NormalOS: half3 normalWS = TransformObjectToWorldNormal(NormalOS);
#else
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
$SurfaceDescription.NormalTS: half3 normalWS = input.normalWS;
$SurfaceDescription.NormalOS: half3 normalWS = TransformObjectToWorldNormal(NormalOS);
#endif
inputData.normalWS = NormalizeNormalPerPixel(normalWS);
inputData.viewDirectionWS = viewDirWS;
}
#elif SHADERPASS == SHADERPASS_DEPTHNORMALS
half3 GetTerrainNormalWS(Varyings input, SurfaceDescription surfaceDescription)
{
$SurfaceDescription.NormalTS: half3 normalTS = surfaceDescription.NormalTS;
$SurfaceDescription.NormalOS: half3 NormalOS = surfaceDescription.NormalOS;
$SurfaceDescription.NormalWS: half3 normalWS = surfaceDescription.NormalWS;
#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
$SurfaceDescription.NormalTS: half3x3 tangentToWorld = half3x3(-input.tangentViewDir.xyz, input.bitangentViewDir.xyz, input.normalViewDir.xyz);
$SurfaceDescription.NormalTS: half3 normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
$SurfaceDescription.NormalOS: half3 normalWS = TransformObjectToWorldNormal(NormalOS);
#elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
$SurfaceDescription.NormalTS: half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, input.normalWS);
$SurfaceDescription.NormalTS: half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(input.normalWS, tangentWS), input.normalWS));
$SurfaceDescription.NormalOS: half3 normalWS = TransformObjectToWorldNormal(NormalOS);
#else
$SurfaceDescription.NormalTS: half3 normalWS = input.normalWS;
$SurfaceDescription.NormalOS: half3 normalWS = TransformObjectToWorldNormal(NormalOS);
#endif
return normalWS;
}
#endif