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#ifdef FRAG_INPUTS_ENABLE_STRIPPING
#error "FragInputs stripping not supported and not needed for ray tracing"
#endif
void BuildFragInputsFromIntersection(IntersectionVertex currentVertex, out FragInputs outFragInputs)
{
float3 rayDirection = WorldRayDirection();
outFragInputs.positionSS = float4(0.0, 0.0, 0.0, 0.0);
outFragInputs.positionPixel = float2(0.0, 0.0);
outFragInputs.positionRWS = WorldRayOrigin() + rayDirection * RayTCurrent();
outFragInputs.texCoord0 = currentVertex.texCoord0;
outFragInputs.texCoord1 = currentVertex.texCoord1;
outFragInputs.texCoord2 = currentVertex.texCoord2;
outFragInputs.texCoord3 = currentVertex.texCoord3;
outFragInputs.color = currentVertex.color;
#ifdef FRAG_INPUTS_USE_INSTANCEID
#if UNITY_ANY_INSTANCING_ENABLED
const int localBaseInstanceId = unity_BaseInstanceID;
#else
const int localBaseInstanceId = 0;
#endif
outFragInputs.instanceID = InstanceIndex() - localBaseInstanceId;
#endif
// Compute the world space normal
float3 normalWS = normalize(mul(currentVertex.normalOS, (float3x3)WorldToObject3x4()));
float3 tangentWS = normalize(mul(currentVertex.tangentOS.xyz, (float3x3)WorldToObject3x4()));
outFragInputs.tangentToWorld = CreateTangentToWorld(normalWS, tangentWS, sign(currentVertex.tangentOS.w));
outFragInputs.isFrontFace = dot(rayDirection, outFragInputs.tangentToWorld[2]) < 0.0f;
}
uint GetCurrentVertexAndBuildFragInputs(AttributeData attributeData, out IntersectionVertex currentVertex, out FragInputs outFragInputs)
{
uint currentFrameIndex = 0; //Used for VFX
#ifdef HAVE_VFX_MODIFICATION
ZERO_INITIALIZE(IntersectionVertex, currentVertex);
BuildFragInputsFromVFXIntersection(attributeData, outFragInputs, currentFrameIndex);
#else
GetCurrentIntersectionVertex(attributeData, currentVertex);
// Build the Frag inputs from the intersection vertice
BuildFragInputsFromIntersection(currentVertex, outFragInputs);
#endif
return currentFrameIndex;
}