2023-09-17 06:37:55 +00:00
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#ifndef POI_TESSELLATION
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#define POI_TESSELLATION
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float _TessellationPhongStrength;
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float _TessellationEdgeLength;
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float _TessellationExtrusionAmount;
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float _TessellationUniform;
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struct TessellationControlPoint
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{
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float4 vertex: INTERNALTESSPOS;
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float3 normal: NORMAL;
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float4 tangent: TANGENT;
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float4 color: COLOR;
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float2 uv0: TEXCOORD0;
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float2 uv1: TEXCOORD1;
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float2 uv2: TEXCOORD2;
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float2 uv3: TEXCOORD3;
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};
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struct TessellationFactors
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{
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float edge[3]: SV_TessFactor;
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float inside: SV_InsideTessFactor;
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};
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TessellationControlPoint poiTessellationVert(appdata v)
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{
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TessellationControlPoint p;
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p.vertex = v.vertex;
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p.normal = v.normal;
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p.tangent = v.tangent;
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p.color = v.color;
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p.uv0 = v.uv0;
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p.uv1 = v.uv1;
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p.uv2 = v.uv2;
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p.uv3 = v.uv3;
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return p;
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}
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float TessellationEdgeFactor(float3 p0, float3 p1)
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{
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#ifndef _FADING_ON
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float edgeLength = distance(p0, p1);
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float3 edgeCenter = (p0 + p1) * 0.5;
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float viewDistance = distance(edgeCenter, _WorldSpaceCameraPos);
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return edgeLength * _ScreenParams.y /
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(_TessellationEdgeLength * viewDistance);
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#else
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return _TessellationUniform;
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#endif
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}
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TessellationFactors poiPatchConst(
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InputPatch < TessellationControlPoint, 3 > patch
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)
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{
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TessellationFactors f;
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float3 p0 = mul(unity_ObjectToWorld, patch[0].vertex).xyz;
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float3 p1 = mul(unity_ObjectToWorld, patch[1].vertex).xyz;
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float3 p2 = mul(unity_ObjectToWorld, patch[2].vertex).xyz;
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f.edge[0] = TessellationEdgeFactor(p1, p2);
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f.edge[1] = TessellationEdgeFactor(p2, p0);
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f.edge[2] = TessellationEdgeFactor(p0, p1);
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f.inside = (TessellationEdgeFactor(p1, p2) +
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TessellationEdgeFactor(p2, p0) +
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TessellationEdgeFactor(p0, p1)) * (1 / 3.0);
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return f;
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}
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[UNITY_domain("tri")]
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[UNITY_outputcontrolpoints(3)]
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[UNITY_outputtopology("triangle_cw")]
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[UNITY_partitioning("fractional_odd")]
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[UNITY_patchconstantfunc("poiPatchConst")]
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TessellationControlPoint poiHull(
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InputPatch < TessellationControlPoint, 3 > patch,
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uint id: SV_OutputControlPointID
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)
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{
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return patch[id];
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}
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[UNITY_domain("tri")]
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v2f poiDomain(
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TessellationFactors factors,
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OutputPatch < TessellationControlPoint, 3 > patch,
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float3 barycentricCoordinates: SV_DomainLocation
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)
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{
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appdata data;
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#define MY_DOMAIN_PROGRAM_INTERPOLATE(fieldName) data.fieldName = patch[0].fieldName * barycentricCoordinates.x + patch[1].fieldName * barycentricCoordinates.y + patch[2].fieldName * barycentricCoordinates.z;
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MY_DOMAIN_PROGRAM_INTERPOLATE(vertex)
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float3 pp[3];
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for (int i = 0; i < 3; ++ i)
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{
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pp[i] = data.vertex.xyz - patch[i].normal * (dot(data.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
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}
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data.vertex.xyz = _TessellationPhongStrength * (pp[0] * barycentricCoordinates.x + pp[1] * barycentricCoordinates.y + pp[2] * barycentricCoordinates.z) + (1.0f - _TessellationPhongStrength) * data.vertex.xyz;
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MY_DOMAIN_PROGRAM_INTERPOLATE(normal)
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data.vertex.xyz += data.normal.xyz * _TessellationExtrusionAmount;
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MY_DOMAIN_PROGRAM_INTERPOLATE(tangent)
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MY_DOMAIN_PROGRAM_INTERPOLATE(color)
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MY_DOMAIN_PROGRAM_INTERPOLATE(uv0)
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MY_DOMAIN_PROGRAM_INTERPOLATE(uv1)
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MY_DOMAIN_PROGRAM_INTERPOLATE(uv2)
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MY_DOMAIN_PROGRAM_INTERPOLATE(uv3)
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return vert(data);
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}
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#endif
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