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#ifndef __TESSELLATION_INC
#define __TESSELLATION_INC
#include "globals.cginc"
#include "interpolators.cginc"
#include "math.cginc"
#include "shatter_wave.cginc"
//ifex _Tessellation_Enabled==0
struct tess_factors {
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
tess_factors patch_constant(InputPatch<v2f, 3> patch) {
tess_factors f;
#if defined(_TESSELLATION)
#if defined(_TESSELLATION_RANGE_FACTOR)
float3 vec = getCenterCamPos() - patch[0].worldPos.xyz;
float d2 = dot(vec, vec);
float factor = lerp(
_Tessellation_Range_Factor_Factor_Near,
_Tessellation_Range_Factor_Factor_Far,
smoothstep(
_Tessellation_Range_Factor_Distance_Near,
_Tessellation_Range_Factor_Distance_Far,
d2));
#else
float factor = _Tessellation_Factor;
#endif
{
// Frustum culling - don't tessellate if the patch is outside the viewport
// (xy) or behind the camera (w). We approximate this by checking the
// un-transformed and maximally transformed locations. Technically we could
// miss an intersection in the middle, but I haven't noticed any visible
// popping with this approach.
#if defined(_TESSELLATION_HEIGHTMAP)
float max_displacement = _Tessellation_Heightmap_Scale * 0.5 + _Tessellation_Heightmap_Offset;
#else
float max_displacement = 0;
#endif
float3 p0d = patch[0].objPos.xyz + patch[0].normal.xyz * max_displacement;
float3 p1d = patch[1].objPos.xyz + patch[1].normal.xyz * max_displacement;
float3 p2d = patch[2].objPos.xyz + patch[2].normal.xyz * max_displacement;
float4 p0_clipPos = UnityObjectToClipPos(patch[0].objPos.xyz);
float4 p1_clipPos = UnityObjectToClipPos(patch[1].objPos.xyz);
float4 p2_clipPos = UnityObjectToClipPos(patch[2].objPos.xyz);
float4 p0d_clipPos = UnityObjectToClipPos(p0d);
float4 p1d_clipPos = UnityObjectToClipPos(p1d);
float4 p2d_clipPos = UnityObjectToClipPos(p2d);
float3 p0_ndc = p0_clipPos.xyz / p0_clipPos.w;
float3 p1_ndc = p1_clipPos.xyz / p1_clipPos.w;
float3 p2_ndc = p2_clipPos.xyz / p2_clipPos.w;
float3 p0d_ndc = p0d_clipPos.xyz / p0d_clipPos.w;
float3 p1d_ndc = p1d_clipPos.xyz / p1d_clipPos.w;
float3 p2d_ndc = p2d_clipPos.xyz / p2d_clipPos.w;
bool on_screen =
(p0_ndc.x > -1 && p0_ndc.x < 1 && p0_ndc.y > -1 && p0_ndc.y < 1 && p0_clipPos.w > 0) ||
(p1_ndc.x > -1 && p1_ndc.x < 1 && p1_ndc.y > -1 && p1_ndc.y < 1 && p1_clipPos.w > 0) ||
(p2_ndc.x > -1 && p2_ndc.x < 1 && p2_ndc.y > -1 && p2_ndc.y < 1 && p2_clipPos.w > 0) ||
(p0d_ndc.x > -1 && p0d_ndc.x < 1 && p0d_ndc.y > -1 && p0d_ndc.y < 1 && p0d_clipPos.w > 0) ||
(p1d_ndc.x > -1 && p1d_ndc.x < 1 && p1d_ndc.y > -1 && p1d_ndc.y < 1 && p1d_clipPos.w > 0) ||
(p2d_ndc.x > -1 && p2d_ndc.x < 1 && p2d_ndc.y > -1 && p2d_ndc.y < 1 && p2d_clipPos.w > 0);
factor = lerp(1, factor, on_screen);
}
#else
float factor = 1;
#endif
f.edge[0] = factor;
f.edge[1] = factor;
f.edge[2] = factor;
f.inside = factor;
return f;
}
[UNITY_domain("tri")]
[UNITY_outputcontrolpoints(3)]
[UNITY_outputtopology("triangle_cw")]
[UNITY_partitioning("fractional_odd")]
[UNITY_patchconstantfunc("patch_constant")]
v2f hull(
InputPatch<v2f, 3> patch,
uint id : SV_OutputControlPointID)
{
return patch[id];
}
[UNITY_domain("tri")]
v2f domain(
tess_factors factors,
OutputPatch<v2f, 3> patch,
float3 baryc : SV_DomainLocation)
{
v2f o = (v2f) 0;
#define DOMAIN_INTERP(fieldName) \
patch[0].fieldName * baryc.x + \
patch[1].fieldName * baryc.y + \
patch[2].fieldName * baryc.z
#if defined(_TESSELLATION)
o.objPos = DOMAIN_INTERP(tpos);
#else
o.objPos = DOMAIN_INTERP(objPos);
#endif
o.normal = DOMAIN_INTERP(normal);
o.tangent = DOMAIN_INTERP(tangent);
o.binormal = DOMAIN_INTERP(binormal);
o.uv01 = DOMAIN_INTERP(uv01);
o.uv23 = DOMAIN_INTERP(uv23);
o.color = DOMAIN_INTERP(color);
#if defined(_TESSELLATION) && defined(_SHATTER_WAVE)
#if defined(OUTLINE_PASS)
shatterWaveVert(o.objPos.xyz, -o.normal, o.tangent);
#else
shatterWaveVert(o.objPos.xyz, o.normal, o.tangent);
#endif
#endif
#if defined(_TESSELLATION_HEIGHTMAP)
#if 1
float raw_noise = _Tessellation_Heightmap.SampleLevel(linear_repeat_s,
o.uv01.xy * _Tessellation_Heightmap_ST.xy, 0).r;
float height = raw_noise *
_Tessellation_Heightmap_Scale +
_Tessellation_Heightmap_Offset +
_Tessellation_Heightmap_Scale * -0.5;
#else
// For whatever reason, it seems like the texture read is initially
// returning a small number when the mesh spawns in VRC. A procedural noise
// works around the issue.
float height = rand2(o.uv01.xy) * _Tessellation_Heightmap_Scale +
_Tessellation_Heightmap_Offset +
_Tessellation_Heightmap_Scale * -0.5;
#endif
#if defined(OUTLINE_PASS) && defined(_TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL)
float3 heightmap_direction = mul(transpose(-float3x3(o.normal, o.tangent, o.binormal)), _Tessellation_Heightmap_Direction_Control_Vector);
#elif defined(OUTLINE_PASS) && !defined(_TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL)
float3 heightmap_direction = -o.normal;
#elif !defined(OUTLINE_PASS) && defined(_TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL)
float3 heightmap_direction = mul(transpose(float3x3(o.normal, o.tangent, o.binormal)), _Tessellation_Heightmap_Direction_Control_Vector);
#else
float3 heightmap_direction = o.normal;
#endif
o.objPos.xyz += heightmap_direction * height;
#endif
o.pos = UnityObjectToClipPos(o.objPos);
o.worldPos = mul(unity_ObjectToWorld, o.objPos).xyz;
o.eyeVec.xyz = o.worldPos - _WorldSpaceCameraPos;
o.eyeVec.w = 1;
UNITY_TRANSFER_LIGHTING(o, o.uv01.zw);
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(SHADOW_CASTER_PASS)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
#endif
return o;
}
//endex
#endif // __TESSELLATION_INC
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