Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /ShaderGraph /Templates /SharedCode.template.hlsl
| SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) | |
| { | |
| SurfaceDescriptionInputs output; | |
| ZERO_INITIALIZE(SurfaceDescriptionInputs, output); | |
| #ifdef HAVE_VFX_MODIFICATION | |
| #if VFX_USE_GRAPH_VALUES | |
| uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex)); | |
| $splice(VFXLoadGraphValues) | |
| #endif | |
| $splice(VFXSetFragInputs) | |
| $SurfaceDescriptionInputs.elementToWorld: BuildElementToWorld(input); | |
| $SurfaceDescriptionInputs.worldToElement: BuildWorldToElement(input); | |
| #endif | |
| $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 pr eserve 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) ? (_ScaledScreenParams.y - input.positionCS.y) : input.positionCS.y); | |
| #else | |
| $SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = float2(input.positionCS.x, (_ProjectionParams.x > 0) ? (_ScaledScreenParams.y - input.positionCS.y) : input.positionCS.y); | |
| #endif | |
| $SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = output.PixelPosition.xy / _ScaledScreenParams.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; | |
| #if UNITY_ANY_INSTANCING_ENABLED | |
| $SurfaceDescriptionInputs.InstanceID: output.InstanceID = unity_InstanceID; | |
| #else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect. | |
| $SurfaceDescriptionInputs.InstanceID: output.InstanceID = input.instanceID; | |
| #endif | |
| $SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value | |
| #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; | |
| } | |