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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;
#if UNITY_ANY_INSTANCING_ENABLED
$VertexDescriptionInputs.InstanceID: output.InstanceID = unity_InstanceID;
#else
$VertexDescriptionInputs.InstanceID: output.InstanceID = input.instanceID; // PSSL/Raytracing/XR/Stereo support?
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
$VertexDescriptionInputs.TimeParameters: vertexDescriptionInputs.TimeParameters = timeParameters;
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
$VertexDescription.Position: input.positionOS = vertexDescription.Position;
$VertexDescription.Normal: input.normalOS = vertexDescription.Normal;
$VertexDescription.Tangent: input.tangentOS.xyz = vertexDescription.Tangent;
$VertexDescription.uv0: input.uv0 = vertexDescription.uv0;
$VertexDescription.uv1: input.uv1 = vertexDescription.uv1;
$VertexDescription.uv2: input.uv2 = vertexDescription.uv2;
$VertexDescription.uv3: input.uv3 = vertexDescription.uv3;
$splice(CustomInterpolatorVertMeshCustomInterpolation)
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
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
$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 = BuildTangentToWorld(input.tangentWS, input.normalWS);
$FragInputs.texCoord0: output.texCoord0 = input.texCoord0;
$FragInputs.texCoord1: output.texCoord1 = input.texCoord1;
$FragInputs.texCoord2: output.texCoord2 = input.texCoord2;
$FragInputs.texCoord3: output.texCoord3 = input.texCoord3;
$FragInputs.color: output.color = input.color;
$FragInputs.diffuseGIData0: output.diffuseGIData[0] = input.diffuseGIData0;
$FragInputs.diffuseGIData1: output.diffuseGIData[1] = input.diffuseGIData1;
$FragInputs.diffuseGIData2: output.diffuseGIData[2] = input.diffuseGIData2;
#if UNITY_ANY_INSTANCING_ENABLED
$FragInputs.instanceID: output.instanceID = unity_InstanceID;
#else
$FragInputs.instanceID: output.instanceID = input.instanceID;
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
$splice(VFXLoadGraphValues)
#endif
$splice(VFXSetFragInputs)
$FragInputs.elementToWorld: BuildElementToWorld(input);
$FragInputs.worldToElement: BuildWorldToElement(input);
#endif
// 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);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}