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Allows you to inject tessellation into SG & URP, but hacky / can be difficult to work with. Unsure if the same method can work for HDRP. Also see : https://twitter.com/Cyanilux/status/1388158860574314498. Tested in v10. Could definitely break at some point, use at your own risk :)
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// @Cyanilux | |
// Note : Also requires setting up "_TessellationUniform" Float in Blackboard | |
/* | |
Allows you to inject tessellation into SG & URP, but hacky / can be difficult to work with. | |
While this works, it's maybe not as useful as you might think. I believe any vertex displacement would need to be | |
taken out of the graph and moved into the domain function below (since tessellation still runs after vertex shader). | |
I thought about using the VertexDescriptionFunction from the generated code, but sadly that's generated after the injection point | |
so can't be called as it's undeclared at that point. | |
Perhaps based on this someone can figure out a better way to handle it though, without having to edit the code a ton? | |
Or we just wait until official SG tessellation support comes. | |
*/ | |
// Custom Function node, have a single Float output, use String mode. Name isn't important. Body : | |
/* | |
Out = 0; | |
} // ends the function defined by the node | |
#pragma require tessellation | |
#pragma hull hull | |
#pragma domain domain | |
#include "Assets/.../SGTessellation.hlsl" // change this to the path of this file | |
void dummy(){ | |
// creates a dummy function for the closing bracket added by the node. | |
*/ | |
// Since it outputs 0, we can connect it anywhere to the graph by just using an Add node. | |
// Alternatively, use a Float/Vector input and send the same thing out. | |
// ----------------------------------------------------------------------------------------------- | |
// Had to use this as Attributes/Varyings structs were defined after the injection point. | |
// May have changed in v10 though | |
struct TessellationOutput { | |
float4 positionCS : SV_POSITION; | |
float4 tex0 : TEXCOORD0; | |
float4 tex1 : TEXCOORD1; | |
//... etc | |
}; | |
// This part (and in the domain below) needs editing to interpolate each thing the SG uses, | |
// which probably requires looking at the generated code. | |
// I guess you could just interpolate all the possible TEXCOORDs, | |
// but unsure if that makes the shader more expensive if some are unused? | |
#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) | |
#define UNITY_CAN_COMPILE_TESSELLATION 1 | |
# define UNITY_domain domain | |
# define UNITY_partitioning partitioning | |
# define UNITY_outputtopology outputtopology | |
# define UNITY_patchconstantfunc patchconstantfunc | |
# define UNITY_outputcontrolpoints outputcontrolpoints | |
#endif | |
struct TessellationFactors { | |
float edge[3] : SV_TessFactor; | |
float inside : SV_InsideTessFactor; | |
}; | |
TessellationFactors patchConstantFunction (InputPatch<TessellationOutput, 3> patch) { | |
TessellationFactors f; | |
f.edge[0] = _TessellationUniform; | |
f.edge[1] = _TessellationUniform; | |
f.edge[2] = _TessellationUniform; | |
f.inside = _TessellationUniform; | |
return f; | |
} | |
[UNITY_domain("tri")] | |
[UNITY_outputcontrolpoints(3)] | |
[UNITY_outputtopology("triangle_cw")] | |
[UNITY_partitioning("integer")] | |
[UNITY_patchconstantfunc("patchConstantFunction")] | |
TessellationOutput hull (InputPatch<TessellationOutput, 3> patch, uint id : SV_OutputControlPointID) { | |
return patch[id]; | |
} | |
[UNITY_domain("tri")] | |
TessellationOutput domain(TessellationFactors factors, OutputPatch<TessellationOutput, 3> patch, | |
float3 barycentricCoordinates : SV_DomainLocation) { | |
TessellationOutput v; | |
#define INTERPOLATE(fieldName) v.fieldName = \ | |
patch[0].fieldName * barycentricCoordinates.x + \ | |
patch[1].fieldName * barycentricCoordinates.y + \ | |
patch[2].fieldName * barycentricCoordinates.z; | |
INTERPOLATE(positionCS) | |
INTERPOLATE(tex0) | |
INTERPOLATE(tex1) | |
//... etc | |
return v; | |
} | |
// Tessellation code based on : https://catlikecoding.com/unity/tutorials/advanced-rendering/tessellation/ |
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