VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh 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.xyz, 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).xyz); $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).xyz); $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; // Note: in case of animation this will be overwrite (allow to handle motion vector) $VertexDescriptionInputs.BoneWeights: output.BoneWeights = input.weights; $VertexDescriptionInputs.BoneIndices: output.BoneIndices = input.indices; $VertexDescriptionInputs.VertexID: output.VertexID = input.vertexID; return output; } VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters) { // build graph inputs VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); // Override time parameters with used one (This is required to correctly handle motion vector for vertex animation based on time) $VertexDescriptionInputs.TimeParameters: vertexDescriptionInputs.TimeParameters = timeParameters; VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); return vertexDescription; } // Vertex height displacement #ifdef HAVE_MESH_MODIFICATION UNITY_INSTANCING_BUFFER_START(Terrain) UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~) UNITY_INSTANCING_BUFFER_END(Terrain) 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); } AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters #ifdef USE_CUSTOMINTERP_SUBSTRUCT , inout VaryingsMeshToPS varyings #endif ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = input.positionOS.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData); float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0))); input.positionOS.xz = sampleCoords * _TerrainHeightmapScale.xz; input.positionOS.y = height * _TerrainHeightmapScale.y; #if defined(ATTRIBUTES_NEED_NORMAL) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) input.normalOS = _TerrainNormalmapTexture.Load(int3(sampleCoords.xy, 0)).rgb * 2.0 - 1.0; #endif #ifdef ATTRIBUTES_NEED_TEXCOORD0 #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL input.uv0.xy = sampleCoords; #else input.uv0.xy = sampleCoords * _TerrainHeightmapRecipSize.zw; #endif #endif #endif VertexDescription vertexDescription = GetVertexDescription(input, timeParameters); // copy graph output to the results $VertexDescription.Position: input.positionOS = vertexDescription.Position; $VertexDescription.Normal: input.normalOS = vertexDescription.Normal; $VertexDescription.uv0: input.uv0 = vertexDescription.uv0; return input; } #endif // HAVE_MESH_MODIFICATION FragInputs BuildFragInputs(VaryingsMeshToPS input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); // Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). // TODO: this is a really poor workaround, but the variable is used in a bunch of places // to compute normals which are then passed on elsewhere to compute other values... output.tangentToWorld = k_identity3x3; output.positionSS = input.positionCS; // input.positionCS is SV_Position #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL // it will be reconstructed in fragment stage $FragInputs.tangentToWorld: float3x3 tangentToWorld = k_identity3x3; #else $FragInputs.tangentToWorld: float3 normalWS = input.normalWS; $FragInputs.tangentToWorld: float3 normalOS = TransformWorldToObjectNormal(normalWS); $FragInputs.tangentToWorld: float4 tangentOS = ConstructTerrainTangent(normalOS, float3(0.0, 0.0, 1.0)); $FragInputs.tangentToWorld: float4 tangentWS = float4(TransformObjectToWorldNormal(tangentOS.xyz), 0.0); $FragInputs.tangentToWorld: float3x3 tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); #endif $FragInputs.positionRWS: output.positionRWS = input.positionRWS; $FragInputs.positionPixel: output.positionPixel = input.positionCS.xy; // NOTE: this is not actually in clip space, it is the VPOS pixel coordinate value $FragInputs.positionPredisplacementRWS: output.positionPredisplacementRWS = input.positionPredisplacementRWS; $FragInputs.tangentToWorld: output.tangentToWorld = tangentToWorld; $FragInputs.texCoord0: output.texCoord0 = input.texCoord0; $FragInputs.color: output.color = input.color; // splice point to copy custom interpolator fields from varyings to frag inputs $splice(CustomInterpolatorVaryingsToFragInputs) return output; } // existing HDRP code uses the combined function to go directly from packed to frag inputs FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) { UNITY_SETUP_INSTANCE_ID(input); VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input); return BuildFragInputs(unpacked); }