85 lines
8.4 KiB
HLSL
85 lines
8.4 KiB
HLSL
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
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{
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VertexDescriptionInputs output;
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ZERO_INITIALIZE(VertexDescriptionInputs, output);
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$VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS;
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$VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
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$VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal);
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$VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
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$VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS.xyz;
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$VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
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$VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
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$VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
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$VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
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$VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
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$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
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$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
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$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS;
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$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
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$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
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$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
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$VertexDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
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$VertexDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = input.positionOS;
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$VertexDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = TransformObjectToWorld(input.positionOS);
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$VertexDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(output.WorldSpacePosition);
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$VertexDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
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$VertexDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
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$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
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$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
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$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
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$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
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$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
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$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
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$VertexDescriptionInputs.NDCPosition: output.NDCPosition = output.ScreenPosition.xy / output.ScreenPosition.w;
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$VertexDescriptionInputs.PixelPosition: output.PixelPosition = float2(output.NDCPosition.x, 1.0f - output.NDCPosition.y) * _ScreenParams.xy;
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$VertexDescriptionInputs.uv0: output.uv0 = input.uv0;
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$VertexDescriptionInputs.uv1: output.uv1 = input.uv1;
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$VertexDescriptionInputs.uv2: output.uv2 = input.uv2;
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$VertexDescriptionInputs.uv3: output.uv3 = input.uv3;
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$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color;
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$VertexDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz;
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$VertexDescriptionInputs.BoneWeights: output.BoneWeights = input.weights;
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$VertexDescriptionInputs.BoneIndices: output.BoneIndices = input.indices;
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$VertexDescriptionInputs.VertexID: output.VertexID = input.vertexID;
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return output;
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}
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void TerrainVaryingGeneration(inout Attributes input, inout Varyings output)
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{
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float4 positionOS = float4(input.positionOS, 1.0);
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#if defined(VARYINGS_NEED_TEXCOORD0) && defined(ATTRIBUTES_NEED_NORMAL)
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TerrainInstancing(positionOS, input.normalOS, input.uv0.xy);
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#elif defined(VARYINGS_NEED_TEXCOORD0)
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float3 normal = float3(0, 0, 0);
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TerrainInstancing(positionOS, normal, input.uv0.xy);
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#elif defined(ATTRIBUTES_NEED_NORMAL)
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TerrainInstancing(positionOS, input.normalOS);
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#else
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TerrainInstancing(positionOS);
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#endif
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input.positionOS = positionOS.xyz;
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#if defined(VARYINGS_NEED_TEXCOORD0) && defined(UNIVERSAL_TERRAIN_SPLAT01)
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output.uvSplat01.xy = TRANSFORM_TEX(input.uv0, _Splat0);
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output.uvSplat01.zw = TRANSFORM_TEX(input.uv0, _Splat1);
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD0) && defined(UNIVERSAL_TERRAIN_SPLAT23)
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output.uvSplat23.xy = TRANSFORM_TEX(input.uv0, _Splat2);
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output.uvSplat23.zw = TRANSFORM_TEX(input.uv0, _Splat3);
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#endif
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}
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float4 ConstructTerrainTangent(float3 normal, float3 positiveZ)
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{
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// 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.
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// In CreateTangentToWorld function (in SpaceTransform.hlsl), it is cross(normal, tangent) * sgn for the bitangent vector.
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// 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).
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// 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.
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// Therefore all the 4 xyzw components of the tangent needs to be flipped to correct the tangent frame.
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// (See TerrainLitData.hlsl - GetSurfaceAndBuiltinData)
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float3 tangent = cross(normal, positiveZ);
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return float4(tangent, -1);
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}
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