mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/ShaderGraphLibrary/PreviewVaryings.hlsl
2024-09-20 20:30:10 +02:00

68 lines
1.9 KiB
HLSL

Varyings BuildVaryings(Attributes input)
{
Varyings output = (Varyings)0;
// Returns the camera relative position (if enabled)
float3 positionWS = TransformObjectToWorld(input.positionOS);
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#else
// Required to compile ApplyVertexModification that doesn't use normal.
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#ifdef ATTRIBUTES_NEED_TANGENT
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
#endif
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS = positionWS;
#endif
#ifdef VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS
output.positionPredisplacementWS = positionWS;
#endif
#ifdef VARYINGS_NEED_NORMAL_WS
output.normalWS = normalize(normalWS);
#endif
#ifdef VARYINGS_NEED_TANGENT_WS
output.tangentWS = normalize(tangentWS);
#endif
output.positionCS = TransformWorldToHClip(positionWS);
#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
output.texCoord0 = input.uv0;
#endif
#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
output.texCoord1 = input.uv1;
#endif
#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
output.texCoord2 = input.uv2;
#endif
#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
output.texCoord3 = input.uv3;
#endif
#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
output.color = input.color;
#endif
#if defined(VARYINGS_NEED_VERTEXID)
output.vertexID = input.vertexID;
#endif
#ifdef VARYINGS_NEED_BITANGENT_WS
output.bitangentWS = cross(normalWS, tangentWS.xyz) * tangentWS.w;
#endif
#ifdef VARYINGS_NEED_SCREENPOSITION
output.screenPosition = ComputeScreenPos(output.positionCS, _ProjectionParams.x);
#endif
return output;
}