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SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
float3 normalWS = SHADERGRAPH_SAMPLE_SCENE_NORMAL(input.texCoord0.xy);
float4 tangentWS = float4(0, 1, 0, 0); // We can't access the tangent in screen space
$SurfaceDescriptionInputs.WorldSpaceBiTangent: // use bitangent on the fly like in hdrp
$SurfaceDescriptionInputs.WorldSpaceBiTangent: // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
$SurfaceDescriptionInputs.WorldSpaceBiTangent: float crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
$SurfaceDescriptionInputs.WorldSpaceBiTangent: float3 bitang = crossSign * cross(normalWS.xyz, tangentWS.xyz);
$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalWS.xyz; // we want a unit length Normal Vector node in shader graph
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale
$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: // to preserve mikktspace compliance we use same scale renormFactor as was used on the normal.
$SurfaceDescriptionInputs.WorldSpaceTangent: // This is explained in section 2.2 in "surface gradient based bump mapping framework"
$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = tangentWS.xyz;
$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = bitang;
float3 viewDirWS = normalize(input.texCoord1.xyz);
float linearDepth = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(input.texCoord0.xy), _ZBufferParams);
float3 cameraForward = -UNITY_MATRIX_V[2].xyz;
float camearDistance = linearDepth / dot(viewDirWS, cameraForward);
float3 positionWS = viewDirWS * camearDistance + GetCameraPositionWS();
$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.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(viewDirWS);
$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 = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = positionWS;
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(positionWS);
$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(positionWS);
$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
$SurfaceDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(positionWS);
$SurfaceDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = positionWS;
$SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = TransformWorldToObject(positionWS);
$SurfaceDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(positionWS);
$SurfaceDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
$SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement:output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(positionWS);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = float4(input.texCoord0.xy, 0, 1);
$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.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = input.texCoord0.xy;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
$SurfaceDescriptionInputs.FaceSign: BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}