SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); $SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz); #if defined(SHADER_STAGE_RAY_TRACING) $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) ObjectToWorld3x4()); #else $SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale #endif $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: output.WorldSpaceTangent = input.tangentToWorld[0].xyz; $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.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz; $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 = normalize(viewWS); $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 = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform); $SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionRWS; $SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); $SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS); $SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS); $SurfaceDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = input.positionPredisplacementRWS; $SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = TransformWorldToObject(input.positionPredisplacementRWS); $SurfaceDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(input.positionPredisplacementRWS); $SurfaceDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f); $SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(input.positionPredisplacementRWS); $SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x); #if UNITY_UV_STARTS_AT_TOP $SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = float2(input.positionPixel.x, (_ProjectionParams.x < 0) ? (_ScreenParams.y - input.positionPixel.y) : input.positionPixel.y); #else $SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = float2(input.positionPixel.x, (_ProjectionParams.x > 0) ? (_ScreenParams.y - input.positionPixel.y) : input.positionPixel.y); #endif $SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = output.PixelPosition.xy / _ScreenParams.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; $SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; $SurfaceDescriptionInputs.InstanceID: output.InstanceID = input.instanceID; $SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value // splice point to copy frag inputs custom interpolator pack into the SDI $splice(CustomInterpolatorCopyToSDI) return output; }