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310 lines
11 KiB
310 lines
11 KiB
// Setup function used by no one
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void SetupInstanceID() {}
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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StructuredBuffer<float2> _WaterPatchData;
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#endif
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float3 WaterSimulationPosition(float3 objectPosition, uint instanceID = 0)
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{
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// This branch is useless but it improves occupancy
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if (_GridSize.x < 0)
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return 0;
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float3 simulationPos = objectPosition;
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float2 gridSize = _GridSize;
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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// Grab the patch data for the current instance/patch
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float2 patchData = _WaterPatchData[instanceID];
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simulationPos.x = objectPosition.x * patchData.x - objectPosition.z * patchData.y;
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simulationPos.z = objectPosition.x * patchData.y + objectPosition.z * patchData.x;
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#elif !defined(WATER_DISPLACEMENT)
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gridSize *= _GridSizeMultiplier;
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#endif
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// Scale and offset the position to where it should be
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simulationPos.xz = simulationPos.xz * gridSize + _PatchOffset;
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#ifndef WATER_DISPLACEMENT
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// Clamp the mesh inside the region so that it's never empty
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simulationPos.xz = max(simulationPos.xz, -_RegionExtent);
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simulationPos.xz = min(simulationPos.xz, _RegionExtent);
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#endif
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// Return the simulation position
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return simulationPos;
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}
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/// VERTEX STAGE START
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#ifdef TESSELLATION_ON
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#define VaryingsType VaryingsToDS
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#define VaryingsMeshType VaryingsMeshToDS
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#define PackedVaryingsType PackedVaryingsToDS
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#define PackVaryingsType PackVaryingsToDS
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struct PackedVaryingsToDS
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{
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PackedVaryingsMeshToDS vmesh;
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};
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struct VaryingsToDS
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{
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VaryingsMeshToDS vmesh;
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};
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PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input)
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{
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PackedVaryingsToDS output;
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output.vmesh = PackVaryingsMeshToDS(input.vmesh);
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return output;
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}
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#else
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#define VaryingsType VaryingsToPS
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#define VaryingsMeshType VaryingsMeshToPS
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#define PackedVaryingsType PackedVaryingsToPS
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#define PackVaryingsType PackVaryingsToPS
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#endif
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VaryingsMeshType VertMeshWater(AttributesMesh input)
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{
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VaryingsMeshType output;
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ZERO_INITIALIZE(VaryingsMeshType, output); // Only required with custom interpolator to quiet the shader compiler about not fully initialized struct
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// Deduce the actual instance ID of the current instance (it is then stored in unity_InstanceID)
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UNITY_SETUP_INSTANCE_ID(input);
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// Transfer the unprocessed instance ID to the next stage
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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// Scale the position by the size of the grid to get the position that will be used for sampling the simulation
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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// WARNING: Here we can only use unity_InstanceID and not GET_UNITY_INSTANCE_ID because the later function
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// does not return the expect value when we have both procedural and stereo instancing.
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// This variables is guaranted to be defined and set to the right value as soon as we have at least
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// one instancing technique.
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input.positionOS = WaterSimulationPosition(input.positionOS, unity_InstanceID);
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#else
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input.positionOS = WaterSimulationPosition(input.positionOS);
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#if defined(WATER_DISPLACEMENT)
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// In case we are using custom geometries, we need to apply the tranform of each custom geometry to ensure
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// that they are correctly connected
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input.positionOS = mul(_WaterCustomMeshTransform, float4(input.positionOS, 1.0f)).xyz;
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input.normalOS = SafeNormalize(mul(input.normalOS, (float3x3)_WaterCustomMeshTransform_Inverse));
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#endif
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#endif
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float3 positionPredisplacementOS = input.positionOS;
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VertexDescription vertex;
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ApplyMeshModification(input, _TimeParameters.xyz, output, vertex);
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// Export for the following stage
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PackWaterVertexData(vertex, output.texCoord0, output.texCoord1);
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output.normalWS = vertex.Normal;
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#ifdef TESSELLATION_ON
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output.tessellationFactor = _WaterMaxTessellationFactor;
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output.positionRWS = TransformObjectToWorld(vertex.Position + vertex.Displacement);
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#else
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output.positionCS = TransformWorldToHClip(output.texCoord1.xyz);
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#endif
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#if defined(WATER_DISPLACEMENT)
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// discard vertices outside of the region for non infinite surface
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// 0.1 offset is to account for precision issue. Should be dependent on the grid size but this also works
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if (any(abs(positionPredisplacementOS.xz) > _RegionExtent + 0.1f))
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{
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#ifdef TESSELLATION_ON
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output.tessellationFactor = -1;
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#else
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output.positionCS.w = FLT_NAN;
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#endif
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}
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#endif
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return output;
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}
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMeshWater(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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// VERTEX STAGE END
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#ifdef TESSELLATION_ON
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// TESSELATION STAGE START
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VaryingsToDS UnpackVaryingsToDS(PackedVaryingsToDS input)
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{
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VaryingsToDS output;
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output.vmesh = UnpackVaryingsMeshToDS(input.vmesh);
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return output;
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}
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VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS input1, VaryingsToDS input2, float3 baryCoords)
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{
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VaryingsToDS output;
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output.vmesh = InterpolateWithBaryCoordsMeshToDS(input0.vmesh, input1.vmesh, input2.vmesh, baryCoords);
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return output;
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}
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VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input)
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{
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VaryingsMeshToPS output;
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ZERO_INITIALIZE(VaryingsMeshToPS, output);
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// Deduce the actual instance ID of the current instance (it is then stored in unity_InstanceID)
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UNITY_SETUP_INSTANCE_ID(input);
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// Transfer the unprocessed instance ID to the next stage
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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VertexDescription vertex;
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ApplyTessellationModification(input, _TimeParameters.xyz, output, vertex);
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// Export for the following stage
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PackWaterVertexData(vertex, output.texCoord0, output.texCoord1);
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output.positionCS = TransformWorldToHClip(output.texCoord1.xyz);
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output.normalWS = vertex.Normal;
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return output;
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}
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#if defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL)
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// AMD recommand this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
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#define MAX_TESSELLATION_FACTORS 15.0
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#else
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#define MAX_TESSELLATION_FACTORS 64.0
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#endif
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float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2, float3 inputTessellationFactors)
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{
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// For tessellation we want to process tessellation factor always from the point of view of the camera (to be consistent and avoid Z-fight).
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// For the culling part however we want to use the current view (shadow view).
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// Thus the following code play with both.
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float frustumEps = -_MaxWaveDisplacement; // "-" Expected parameter for CullTriangleEdgesFrustum
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// TODO: the only reason I test the near plane here is that I am not sure that the product of other tessellation factors
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// (such as screen-space/distance-based) results in the tessellation factor of 1 for the geometry behind the near plane.
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// If that is the case (and, IMHO, it should be), we shouldn't have to test the near plane here.
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bool4 frustumCullEdgesMainView = CullFullTriangleAndEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane
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if (frustumCullEdgesMainView.w)
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{
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// Settings factor to 0 will kill the triangle
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return 0;
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}
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// For performance reasons, we choose not to tessellate outside of the main camera view
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// (we perform this test both during the regular scene rendering and the shadow pass).
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// For edges not visible from the main view, our goal is to set the tessellation factor to 1.
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// In this case, we set the tessellation factor to 0 here.
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// That way, all scaling of this tessellation factor will still result in 0.
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// Before we call CalcTriTessFactorsFromEdgeTessFactors(), all factors are clamped by max(f, 1),
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// which achieves the desired effect.
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float3 edgeTessFactors = float3(frustumCullEdgesMainView.x ? 0 : 1, frustumCullEdgesMainView.y ? 0 : 1, frustumCullEdgesMainView.z ? 0 : 1);
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// Distance based tessellation
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float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, GetPrimaryCameraPosition(), _WaterTessellationFadeStart, _WaterTessellationFadeStart + _WaterTessellationFadeRange); // Use primary camera view
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edgeTessFactors *= distFactor * distFactor;
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edgeTessFactors *= inputTessellationFactors * _GlobalTessellationFactorMultiplier;
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// TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0
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edgeTessFactors = max(edgeTessFactors, float3(1.0, 1.0, 1.0));
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return CalcTriTessFactorsFromEdgeTessFactors(edgeTessFactors);
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}
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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TessellationFactors HullConstant(InputPatch<PackedVaryingsToDS, 3> input)
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{
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VaryingsToDS varying0 = UnpackVaryingsToDS(input[0]);
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VaryingsToDS varying1 = UnpackVaryingsToDS(input[1]);
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VaryingsToDS varying2 = UnpackVaryingsToDS(input[2]);
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float3 p0 = varying0.vmesh.positionRWS;
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float3 p1 = varying1.vmesh.positionRWS;
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float3 p2 = varying2.vmesh.positionRWS;
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float3 n0 = varying0.vmesh.normalWS;
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float3 n1 = varying1.vmesh.normalWS;
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float3 n2 = varying2.vmesh.normalWS;
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// x - 1->2 edge
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// y - 2->0 edge
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// z - 0->1 edge
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// w - inside tessellation factor (calculate as mean of three in GetTessellationFactors())
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float3 inputTessellationFactors;
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// TessellatinFactor is evaluate in vertex shader
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inputTessellationFactors.x = 0.5 * (varying1.vmesh.tessellationFactor + varying2.vmesh.tessellationFactor);
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inputTessellationFactors.y = 0.5 * (varying2.vmesh.tessellationFactor + varying0.vmesh.tessellationFactor);
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inputTessellationFactors.z = 0.5 * (varying0.vmesh.tessellationFactor + varying1.vmesh.tessellationFactor);
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float4 tf = GetTessellationFactors(p0, p1, p2, n0, n1, n2, inputTessellationFactors);
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TessellationFactors output;
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output.edge[0] = min(tf.x, MAX_TESSELLATION_FACTORS);
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output.edge[1] = min(tf.y, MAX_TESSELLATION_FACTORS);
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output.edge[2] = min(tf.z, MAX_TESSELLATION_FACTORS);
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output.inside = min(tf.w, MAX_TESSELLATION_FACTORS);
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return output;
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}
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// ref: http://reedbeta.com/blog/tess-quick-ref/
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[maxtessfactor(MAX_TESSELLATION_FACTORS)]
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("HullConstant")]
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[outputcontrolpoints(3)]
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PackedVaryingsToDS Hull(InputPatch<PackedVaryingsToDS, 3> input, uint id : SV_OutputControlPointID)
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{
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// Pass-through
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return input[id];
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}
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[domain("tri")]
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PackedVaryingsToPS Domain(TessellationFactors tessFactors, const OutputPatch<PackedVaryingsToDS, 3> input, float3 baryCoords : SV_DomainLocation)
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{
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VaryingsToDS varying0 = UnpackVaryingsToDS(input[0]);
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VaryingsToDS varying1 = UnpackVaryingsToDS(input[1]);
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VaryingsToDS varying2 = UnpackVaryingsToDS(input[2]);
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VaryingsToDS varying = InterpolateWithBaryCoordsToDS(varying0, varying1, varying2, baryCoords);
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// Discard vertices outside of region
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if (varying0.vmesh.tessellationFactor < 0 ||
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varying1.vmesh.tessellationFactor < 0 ||
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varying2.vmesh.tessellationFactor < 0)
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{
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PackedVaryingsToPS output;
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ZERO_INITIALIZE(PackedVaryingsToPS, output);
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output.vmesh.positionCS.w = FLT_NAN;
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return output;
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}
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return VertTesselation(varying);
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}
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// TESSELATION STAGE END
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#endif
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