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VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
// The only parameters that can be requested are the position, normal and time parameters
$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.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.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)
return output;
}
void PackWaterVertexData(VertexDescription vertexDescription, out float4 uv0, out float4 uv1)
{
float3 displacement = vertexDescription.Displacement;
#if defined(SHADER_STAGE_VERTEX) && defined(TESSELLATION_ON)
uv0 = float4(vertexDescription.Displacement, 1.0);
uv1 = float4(vertexDescription.Position, 1.0);
#else
uv0 = float4(vertexDescription.Position.x, vertexDescription.Position.z, displacement.y, 0.0);
uv1 = float4(vertexDescription.LowFrequencyHeight, length(float2(displacement.x, displacement.z)), 0.0, 0.0);
#endif
}
// The water shader graph required these four fields to be fed (not an option)
// Modifications should probably be replicated to ApplyTessellationModification
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#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
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
// Backward compatibility with old graphs
$VertexDescriptionInputs.uv0: vertexDescription.Displacement = vertexDescription.uv0.xyz;
$VertexDescriptionInputs.uv1: vertexDescription.LowFrequencyHeight = vertexDescription.uv1.x;
input.positionOS = vertexDescription.Position + vertexDescription.Displacement;
input.normalOS = vertexDescription.Normal;
PackWaterVertexData(vertexDescription, input.uv0, input.uv1);
$splice(CustomInterpolatorVertMeshCustomInterpolation)
return input;
}
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 = GetLocalFrame(input.normalWS);
$FragInputs.texCoord0: output.texCoord0 = input.texCoord0;
$FragInputs.texCoord1: output.texCoord1 = input.texCoord1;
// 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);
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}