68 lines
3.1 KiB
HLSL
68 lines
3.1 KiB
HLSL
//-------------------------------------------------------------------------------------
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// FragInputs
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// This structure gather all possible varying/interpolator for this shader.
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//-------------------------------------------------------------------------------------
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl"
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struct FragInputs
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{
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// Contain value return by SV_POSITION (That is name positionCS in PackedVarying).
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// xy: unormalized screen position (offset by 0.5), z: device depth, w: depth in view space
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// Note: SV_POSITION is the result of the clip space position provide to the vertex shaders that is transform by the viewport
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float4 positionSS; // In case depth offset is use, positionRWS.w is equal to depth offset
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float3 positionRWS; // Relative camera space position
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float4 texCoord0;
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float4 texCoord1;
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float4 texCoord2;
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float4 texCoord3;
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float4 color; // vertex color
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// TODO: confirm with Morten following statement
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// Our TBN is orthogonal but is maybe not orthonormal in order to be compliant with external bakers (Like xnormal that use mikktspace).
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// (xnormal for example take into account the interpolation when baking the normal and normalizing the tangent basis could cause distortion).
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// When using tangentToWorld with surface gradient, it doesn't normalize the tangent/bitangent vector (We instead use exact same scale as applied to interpolated vertex normal to avoid breaking compliance).
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// this mean that any usage of tangentToWorld[1] or tangentToWorld[2] outside of the context of normal map (like for POM) must normalize the TBN (TCHECK if this make any difference ?)
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// When not using surface gradient, each vector of tangentToWorld are normalize (TODO: Maybe they should not even in case of no surface gradient ? Ask Morten)
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float3x3 tangentToWorld;
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uint primitiveID; // Only with fullscreen pass debug currently - not supported on all platforms
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// For two sided lighting
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bool isFrontFace;
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};
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void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEWVARYING_TEXCOORD0:
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result = input.texCoord0.xyz;
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break;
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case DEBUGVIEWVARYING_TEXCOORD1:
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result = input.texCoord1.xyz;
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break;
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case DEBUGVIEWVARYING_TEXCOORD2:
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result = input.texCoord2.xyz;
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break;
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case DEBUGVIEWVARYING_TEXCOORD3:
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result = input.texCoord3.xyz;
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break;
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case DEBUGVIEWVARYING_VERTEX_TANGENT_WS:
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result = input.tangentToWorld[0].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS:
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result = input.tangentToWorld[1].xyz * 0.5 + 0.5;
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break;
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case DEBUGVIEWVARYING_VERTEX_NORMAL_WS:
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result = IsNormalized(input.tangentToWorld[2].xyz) ? input.tangentToWorld[2].xyz * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEWVARYING_VERTEX_COLOR:
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result = input.color.rgb; needLinearToSRGB = true;
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break;
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case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA:
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result = input.color.aaa;
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break;
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}
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}
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