45 lines
1.5 KiB
HLSL
45 lines
1.5 KiB
HLSL
Varyings Vert(Attributes IN)
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{
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Varyings output = (Varyings) 0;
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output.positionCS = TransformWorldToHClip(IN.positionOS.xyz);
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// NOTE : This is basically coming from the vertex shader in TerrainLitPasses
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// There are other plenty of other values that the original version computes, but for this
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// pass, we are only interested in a few, so I'm just skipping the rest.
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output.texCoord0.xy = IN.uv0; // uvMainAndLM
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#if defined(UNIVERSAL_TERRAIN_SPLAT01)
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output.uvSplat01.xy = TRANSFORM_TEX(IN.uv0, _Splat0);
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output.uvSplat01.zw = TRANSFORM_TEX(IN.uv0, _Splat1);
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#endif
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#if defined(UNIVERSAL_TERRAIN_SPLAT02)
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output.uvSplat23.xy = TRANSFORM_TEX(IN.uv0, _Splat2);
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output.uvSplat23.zw = TRANSFORM_TEX(IN.uv0, _Splat3);
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#endif
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return output;
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}
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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output = Vert(input);
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PackedVaryings packedOutput = (PackedVaryings)0;
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packedOutput = PackVaryings(output);
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return packedOutput;
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}
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half4 frag(PackedVaryings packedInput) : SV_TARGET
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked);
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SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
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#if SHADERPASS == SHADERPASS_MAINTEX
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return half4(surfaceDescription.BaseColor, surfaceDescription.Smoothness);
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#elif SHADERPASS == SHADERPASS_METALLICTEX
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return surfaceDescription.Metallic;
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#endif
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}
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