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69 lines
7.9 KiB
69 lines
7.9 KiB
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
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{
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SurfaceDescriptionInputs output;
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ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
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$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
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#if defined(SHADER_STAGE_RAY_TRACING)
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$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) ObjectToWorld3x4());
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#else
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$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale
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#endif
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$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
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$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
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$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
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$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);
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$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
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$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
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$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent);
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$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
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$SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
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$SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS);
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$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
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$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionRWS;
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#if SHADERPASS != SHADERPASS_FOG_VOLUME_VOXELIZATION
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$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS);
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#else
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$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObjectFog(input.positionRWS);
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#endif
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$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS);
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$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
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$SurfaceDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = input.positionPredisplacementRWS;
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#if SHADERPASS != SHADERPASS_FOG_VOLUME_VOXELIZATION
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$SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = TransformWorldToObject(input.positionPredisplacementRWS);
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#else
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$SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = TransformWorldToObjectFog(input.positionPredisplacementRWS);
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#endif
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$SurfaceDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(input.positionPredisplacementRWS);
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$SurfaceDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(input.positionPredisplacementRWS);
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$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x);
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#if UNITY_UV_STARTS_AT_TOP
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$SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = float2(input.positionPixel.x, (_ProjectionParams.x < 0) ? (_ScreenParams.y - input.positionPixel.y) : input.positionPixel.y);
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#else
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$SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = float2(input.positionPixel.x, (_ProjectionParams.x > 0) ? (_ScreenParams.y - input.positionPixel.y) : input.positionPixel.y);
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#endif
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$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = output.PixelPosition.xy / _ScreenParams.xy;
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$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition.y = 1.0f - output.NDCPosition.y;
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$SurfaceDescriptionInputs.uv0: output.uv0 = input.texCoord0;
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$SurfaceDescriptionInputs.uv1: output.uv1 = input.texCoord1;
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$SurfaceDescriptionInputs.uv2: output.uv2 = input.texCoord2;
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$SurfaceDescriptionInputs.uv3: output.uv3 = input.texCoord3;
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$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color;
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$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace;
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$SurfaceDescriptionInputs.InstanceID: output.InstanceID = input.instanceID;
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$SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
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// splice point to copy frag inputs custom interpolator pack into the SDI
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$splice(CustomInterpolatorCopyToSDI)
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return output;
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}
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