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BuildVertexDescriptionInputs.template.hlsl 7.0KB

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  1. VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
  2. {
  3. VertexDescriptionInputs output;
  4. ZERO_INITIALIZE(VertexDescriptionInputs, output);
  5. $VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS;
  6. $VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
  7. $VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal);
  8. $VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
  9. $VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS.xyz;
  10. $VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
  11. $VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
  12. $VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
  13. $VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
  14. $VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
  15. $VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
  16. $VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
  17. $VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS;
  18. $VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
  19. $VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
  20. $VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
  21. $VertexDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
  22. $VertexDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = input.positionOS;
  23. $VertexDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = TransformObjectToWorld(input.positionOS);
  24. $VertexDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(output.WorldSpacePosition);
  25. $VertexDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
  26. $VertexDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
  27. $VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
  28. $VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
  29. $VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
  30. $VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
  31. $VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
  32. $VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
  33. $VertexDescriptionInputs.NDCPosition: output.NDCPosition = output.ScreenPosition.xy / output.ScreenPosition.w;
  34. $VertexDescriptionInputs.PixelPosition: output.PixelPosition = float2(output.NDCPosition.x, 1.0f - output.NDCPosition.y) * GetScaledScreenParams().xy;
  35. $VertexDescriptionInputs.uv0: output.uv0 = input.uv0;
  36. $VertexDescriptionInputs.uv1: output.uv1 = input.uv1;
  37. $VertexDescriptionInputs.uv2: output.uv2 = input.uv2;
  38. $VertexDescriptionInputs.uv3: output.uv3 = input.uv3;
  39. $VertexDescriptionInputs.VertexColor: output.VertexColor = input.color;
  40. $VertexDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz;
  41. $VertexDescriptionInputs.BoneWeights: output.BoneWeights = input.weights;
  42. $VertexDescriptionInputs.BoneIndices: output.BoneIndices = input.indices;
  43. $VertexDescriptionInputs.VertexID: output.VertexID = input.vertexID;
  44. #if UNITY_ANY_INSTANCING_ENABLED
  45. $VertexDescriptionInputs.InstanceID: output.InstanceID = unity_InstanceID;
  46. #else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
  47. $VertexDescriptionInputs.InstanceID: output.InstanceID = input.instanceID;
  48. #endif
  49. return output;
  50. }