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#ifndef __TESSELLATION_INC
#define __TESSELLATION_INC
#include "globals.cginc"
#include "interpolators.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)
float d = length(getCenterCamPos() - patch[0].worldPos.xyz);
float factor = lerp(
_Tessellation_Range_Factor_Factor_Near,
_Tessellation_Range_Factor_Factor_Far,
smoothstep(
_Tessellation_Range_Factor_Distance_Near,
_Tessellation_Range_Factor_Distance_Far,
d));
#else
float factor = _Tessellation_Factor;
#endif
#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;
#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);
#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)
float height = _Tessellation_Heightmap.SampleLevel(linear_repeat_s,
o.uv01.xy * _Tessellation_Heightmap_ST.xy, 0).r *
_Tessellation_Heightmap_Scale +
_Tessellation_Heightmap_Offset +
_Tessellation_Heightmap_Scale * -0.5;
#if defined(OUTLINE_PASS)
o.objPos.xyz += -o.normal * height;
#else
o.objPos.xyz += o.normal * height;
#endif
#endif
o.pos = UnityObjectToClipPos(o.objPos);
o.worldPos = mul(unity_ObjectToWorld, float4(o.objPos, 1.0)).xyz;
o.eyeVec.xyz = normalize(o.worldPos - _WorldSpaceCameraPos);
o.eyeVec.w = 1;
// TODO what about UNITY_LIGHTING_COORDS(7,8) and instance id and shit?
//UNITY_TRANSFER_LIGHTING(o, DOMAIN_INTERP(_unity_lightcoords));
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
return o;
}
//endex
#endif // __TESSELLATION_INC
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