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#ifndef __3NER_INC
#define __3NER_INC
#define INCLUDE_UNITY_STANDARD_BRDF_DEPRECATED
#include "UnityStandardBRDF.cginc"
#include "UnityDeprecated.cginc"
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "brdf.cginc"
#include "pbr.cginc"
#include "lighting.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(_TESSELLATION)
o.tpos = v.vertex;
#endif
o.pos = UnityObjectToClipPos(v.vertex);
o.uv0 = v.uv0;
o.objPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.eyeVec.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
o.normal = UnityObjectToWorldNormal(v.normal);
o.tangent.xyz = UnityObjectToWorldNormal(v.tangent.xyz);
o.tangent.w = v.tangent.w;
UNITY_TRANSFER_LIGHTING(o, v.uv1);
UNITY_TRANSFER_FOG_COMBINED_WITH_EYE_VEC(o, o.pos);
TRANSFER_SHADOW(o);
#if defined(SHADOW_CASTER_PASS)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
#endif
return o;
}
struct tess_factors {
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
bool cullPatch(float4 p0, float4 p1, float4 p2, float bias) {
return
(p0.x < -p0.w - bias && p1.x < -p1.w - bias && p2.x < -p2.w - bias) ||
(p0.x > p0.w + bias && p1.x > p1.w + bias && p2.x > p2.w + bias) ||
(p0.y < -p0.w - bias && p1.y < -p1.w - bias && p2.y < -p2.w - bias) ||
(p0.y > p0.w + bias && p1.y > p1.w + bias && p2.y > p2.w + bias) ||
(p0.z < -p0.w - bias && p1.z < -p1.w - bias && p2.z < -p2.w - bias) ||
(p0.z > p0.w + bias && p1.z > p1.w + bias && p2.z > p2.w + bias);
}
// Replaces the existing patch_constant function
tess_factors patch_constant(InputPatch<v2f, 3> patch) {
tess_factors f;
#if defined(_TESSELLATION)
float edgeLength = _Tessellation_Factor;
float3 p0_world = mul(unity_ObjectToWorld, float4(patch[0].objPos, 1));
float3 p1_world = mul(unity_ObjectToWorld, float4(patch[1].objPos, 1));
float3 p2_world = mul(unity_ObjectToWorld, float4(patch[2].objPos, 1));
float3 v0 = p0_world - _WorldSpaceCameraPos;
float3 v1 = p1_world - _WorldSpaceCameraPos;
float3 v2 = p2_world - _WorldSpaceCameraPos;
// Angular size drops with inverse distance
float s0 = rsqrt(dot(v0, v0));
float s1 = rsqrt(dot(v1, v1));
float s2 = rsqrt(dot(v2, v2));
float s01 = (s0 + s1) * 0.5f;
float s12 = (s1 + s2) * 0.5f;
float s20 = (s2 + s0) * 0.5f;
float k = _Tessellation_Falloff_Factor;
f.edge[2] = min(_Tessellation_Factor, k * _Tessellation_Factor * s01);
f.edge[0] = min(_Tessellation_Factor, k * _Tessellation_Factor * s12);
f.edge[1] = min(_Tessellation_Factor, k * _Tessellation_Factor * s20);
f.inside = (f.edge[0] + f.edge[1] + f.edge[2]) * 0.333333f;
// Early exit if tessellation is minimal
[branch]
if (f.inside <= 1.5) {
return f;
}
#else
f.edge[0] = 1;
f.edge[1] = 1;
f.edge[2] = 1;
f.inside = 1;
#endif
#if defined(_TESSELLATION) && defined(_TESSELLATION_HEIGHTMAPS)
{
float4 p0 = patch[0].pos;
float4 p1 = patch[1].pos;
float4 p2 = patch[2].pos;
if (cullPatch(p0, p1, p2, _Tessellation_Frustum_Culling_Bias)) {
f.edge[0] = 1;
f.edge[1] = 1;
f.edge[2] = 1;
f.inside = 1;
}
}
#endif
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
o.uv0 = DOMAIN_INTERP(uv0);
#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.worldPos = mul(unity_ObjectToWorld, float4(o.objPos, 1));
o.pos = UnityObjectToClipPos(o.objPos);
o.eyeVec.xyz = o.worldPos - _WorldSpaceCameraPos;
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
return o;
}
float4 frag(v2f i, uint facing : SV_IsFrontFace) : SV_Target {
i.normal *= facing ? 1 : -1;
Pbr pbr = getPbr(i);
LightData light_data;
GetLighting(i, pbr, light_data);
return brdf(pbr, light_data);
}
#endif // __3NER_INC
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