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| 1 | //#ifndef TESSELLATION_CGINC_INCLUDED | |
| 2 | //#define TESSELLATION_CGINC_INCLUDED | |
| 3 | #if defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL) || defined(SHADER_API_PSSL) | |
| 4 | #define UNITY_CAN_COMPILE_TESSELLATION 1 | |
| 5 | # define UNITY_domain domain | |
| 6 | # define UNITY_partitioning partitioning | |
| 7 | # define UNITY_outputtopology outputtopology | |
| 8 | # define UNITY_patchconstantfunc patchconstantfunc | |
| 9 | # define UNITY_outputcontrolpoints outputcontrolpoints | |
| 10 | #endif | |
| 11 | ||
| 12 | struct Varyings | |
| 13 | {
| |
| 14 | float3 worldPos : TEXCOORD1; | |
| 15 | float3 normal : NORMAL; | |
| 16 | float4 vertex : SV_POSITION; | |
| 17 | float2 uv : TEXCOORD0; | |
| 18 | float3 viewDir : TEXCOORD3; | |
| 19 | float fogFactor : TEXCOORD4; | |
| 20 | }; | |
| 21 | ||
| 22 | float _Tess; | |
| 23 | float _MaxTessDistance; | |
| 24 | float _Fade; | |
| 25 | ||
| 26 | struct TessellationFactors | |
| 27 | {
| |
| 28 | float edge[3] : SV_TessFactor; | |
| 29 | float inside : SV_InsideTessFactor; | |
| 30 | }; | |
| 31 | ||
| 32 | struct Attributes | |
| 33 | {
| |
| 34 | float4 vertex : POSITION; | |
| 35 | float3 normal : NORMAL; | |
| 36 | float2 uv : TEXCOORD0; | |
| 37 | }; | |
| 38 | ||
| 39 | struct ControlPoint | |
| 40 | {
| |
| 41 | float4 vertex : INTERNALTESSPOS; | |
| 42 | float2 uv : TEXCOORD0; | |
| 43 | float3 normal : NORMAL; | |
| 44 | }; | |
| 45 | ||
| 46 | [UNITY_domain("tri")]
| |
| 47 | [UNITY_outputcontrolpoints(3)] | |
| 48 | [UNITY_outputtopology("triangle_cw")]
| |
| 49 | [UNITY_partitioning("fractional_odd")]
| |
| 50 | [UNITY_patchconstantfunc("patchConstantFunction")]
| |
| 51 | ControlPoint hull(InputPatch<ControlPoint, 3> patch, uint id : SV_OutputControlPointID) | |
| 52 | {
| |
| 53 | return patch[id]; | |
| 54 | } | |
| 55 | ||
| 56 | TessellationFactors UnityCalcTriEdgeTessFactors (float3 triVertexFactors) | |
| 57 | {
| |
| 58 | TessellationFactors tess; | |
| 59 | tess.edge[0] = 0.5 * (triVertexFactors.y + triVertexFactors.z); | |
| 60 | tess.edge[1] = 0.5 * (triVertexFactors.x + triVertexFactors.z); | |
| 61 | tess.edge[2] = 0.5 * (triVertexFactors.x + triVertexFactors.y); | |
| 62 | tess.inside = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; | |
| 63 | return tess; | |
| 64 | } | |
| 65 | ||
| 66 | float CalcDistanceTessFactor(float4 vertex, float minDist, float maxDist, float tess) | |
| 67 | {
| |
| 68 | float3 worldPosition = mul(unity_ObjectToWorld, vertex).xyz; | |
| 69 | float dist = distance(worldPosition, _WorldSpaceCameraPos); | |
| 70 | float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0); | |
| 71 | return f * tess; | |
| 72 | } | |
| 73 | ||
| 74 | TessellationFactors DistanceBasedTess(float4 v0, float4 v1, float4 v2, float minDist, float maxDist, float tess) | |
| 75 | {
| |
| 76 | float3 f; | |
| 77 | f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess); | |
| 78 | f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess); | |
| 79 | f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess); | |
| 80 | ||
| 81 | return UnityCalcTriEdgeTessFactors(f); | |
| 82 | } | |
| 83 | ||
| 84 | uniform float3 _Position; | |
| 85 | uniform sampler2D _GlobalEffectRT; | |
| 86 | uniform float _OrthographicCamSize; | |
| 87 | ||
| 88 | sampler2D _Noise; | |
| 89 | float _NoiseScale, _SnowHeight, _NoiseWeight, _SnowDepth; | |
| 90 | ||
| 91 | TessellationFactors patchConstantFunction(InputPatch<ControlPoint, 3> patch) | |
| 92 | {
| |
| 93 | float minDist = 2.0; | |
| 94 | float maxDist = _MaxTessDistance; | |
| 95 | TessellationFactors f; | |
| 96 | return DistanceBasedTess(patch[0].vertex, patch[1].vertex, patch[2].vertex, minDist, maxDist, _Tess); | |
| 97 | ||
| 98 | } | |
| 99 | ||
| 100 | float4 GetShadowPositionHClip(Attributes input) | |
| 101 | {
| |
| 102 | float3 positionWS = TransformObjectToWorld(input.vertex.xyz); | |
| 103 | float3 normalWS = TransformObjectToWorldNormal(input.normal); | |
| 104 | ||
| 105 | float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, 0)); | |
| 106 | ||
| 107 | #if UNITY_REVERSED_Z | |
| 108 | positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); | |
| 109 | #else | |
| 110 | positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); | |
| 111 | #endif | |
| 112 | return positionCS; | |
| 113 | } | |
| 114 | ||
| 115 | Varyings vert(Attributes input) | |
| 116 | {
| |
| 117 | Varyings output; | |
| 118 | ||
| 119 | float3 worldPosition = mul(unity_ObjectToWorld, input.vertex).xyz; | |
| 120 | //create local uv | |
| 121 | float2 uv = worldPosition.xz - _Position.xz; | |
| 122 | uv = uv / (_OrthographicCamSize * 2); | |
| 123 | uv += 0.5; | |
| 124 | ||
| 125 | // Effects RenderTexture Reading | |
| 126 | float4 RTEffect = tex2Dlod(_GlobalEffectRT, float4(uv, 0, 0)); | |
| 127 | // smoothstep to prevent bleeding | |
| 128 | RTEffect *= smoothstep(0.99, _Fade, uv.x) * smoothstep(0.99, _Fade,1- uv.x); | |
| 129 | RTEffect *= smoothstep(0.99, _Fade, uv.y) * smoothstep(0.99, _Fade,1- uv.y); | |
| 130 | ||
| 131 | // worldspace noise texture | |
| 132 | float SnowNoise = tex2Dlod(_Noise, float4(worldPosition.xz * _NoiseScale, 0, 0)).r; | |
| 133 | output.viewDir = SafeNormalize(GetCameraPositionWS() - worldPosition); | |
| 134 | ||
| 135 | // move vertices up where snow is | |
| 136 | input.vertex.xyz += SafeNormalize(input.normal) * saturate(( _SnowHeight) + (SnowNoise * _NoiseWeight)) * saturate(1-(RTEffect.g * _SnowDepth)); | |
| 137 | ||
| 138 | // transform to clip space | |
| 139 | #ifdef SHADERPASS_SHADOWCASTER | |
| 140 | output.vertex = GetShadowPositionHClip(input); | |
| 141 | #else | |
| 142 | output.vertex = TransformObjectToHClip(input.vertex.xyz); | |
| 143 | #endif | |
| 144 | ||
| 145 | //outputs | |
| 146 | output.worldPos = mul(unity_ObjectToWorld, input.vertex).xyz; | |
| 147 | output.normal = input.normal; | |
| 148 | output.uv = input.uv; | |
| 149 | output.fogFactor = ComputeFogFactor(output.vertex.z); | |
| 150 | return output; | |
| 151 | } | |
| 152 | ||
| 153 | [UNITY_domain("tri")]
| |
| 154 | Varyings domain(TessellationFactors factors, OutputPatch<ControlPoint, 3> patch, float3 barycentricCoordinates : SV_DomainLocation) | |
| 155 | {
| |
| 156 | Attributes v; | |
| 157 | ||
| 158 | #define Interpolate(fieldName) v.fieldName = \ | |
| 159 | patch[0].fieldName * barycentricCoordinates.x + \ | |
| 160 | patch[1].fieldName * barycentricCoordinates.y + \ | |
| 161 | patch[2].fieldName * barycentricCoordinates.z; | |
| 162 | ||
| 163 | Interpolate(vertex) | |
| 164 | Interpolate(uv) | |
| 165 | Interpolate(normal) | |
| 166 | ||
| 167 | return vert(v); | |
| 168 | } | |
| 169 |