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Phong-Tessellation http://esprog.hatenablog.com/entry/2016/10/17/184146 / http://reedbeta.com/blog/tess-quick-ref/
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//http://esprog.hatenablog.com/entry/2016/10/17/184146 | |
Shader "Unlit/Unlit-Tess"{ | |
Properties{ | |
_TessFactor("Tess Factor",Vector) = (2,2,2,2) | |
_DispPhong ("Disp Phong",Range(0,1)) = 0 | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM | |
#pragma vertex VS | |
#pragma fragment FS | |
#pragma hull HS | |
#pragma domain DS | |
#define INPUT_PATCH_SIZE 3 | |
#define OUTPUT_PATCH_SIZE 3 | |
uniform vector _TessFactor; | |
float _DispPhong; | |
struct appdata { | |
float4 w_vert:POSITION; | |
float3 normal:NORMAL; | |
}; | |
struct v2h { | |
float4 pos:POS; | |
float3 normal:NORMAL; | |
}; | |
struct h2d_main { | |
float3 pos:POS; | |
float3 normal:NORMAL; | |
}; | |
struct h2d_const { | |
float tess_factor[3] : SV_TessFactor; | |
float InsideTessFactor : SV_InsideTessFactor; | |
}; | |
struct d2f { | |
float4 pos:SV_Position; | |
float3 bary:TEXCOORD0; | |
}; | |
struct f_input { | |
float4 vertex:SV_Position; | |
float3 bary:TEXCOORD0; | |
}; | |
v2h VS(appdata i) { | |
v2h o = (v2h)0; | |
o.pos = i.w_vert; | |
o.normal = i.normal; | |
return o; | |
} | |
h2d_const HSConst(InputPatch<v2h, INPUT_PATCH_SIZE> i) { | |
h2d_const o = (h2d_const)0; | |
o.tess_factor[0] = _TessFactor.x; | |
o.tess_factor[1] = _TessFactor.y; | |
o.tess_factor[2] = _TessFactor.z; | |
o.InsideTessFactor = _TessFactor.w; | |
return o; | |
} | |
[domain("tri")] | |
[partitioning("integer")] | |
[outputtopology("triangle_cw")] | |
[outputcontrolpoints(OUTPUT_PATCH_SIZE)] | |
[patchconstantfunc("HSConst")] | |
h2d_main HS(InputPatch<v2h, INPUT_PATCH_SIZE> i, uint id:SV_OutputControlPointID) { | |
h2d_main o = (h2d_main)0; | |
o.pos = i[id].pos; | |
o.normal = i[id].normal; | |
return o; | |
} | |
[domain("tri")] | |
d2f DS(h2d_const hs_const_data, const OutputPatch<h2d_main, OUTPUT_PATCH_SIZE> i, float3 bary:SV_DomainLocation) { | |
d2f o = (d2f)0; | |
float3 pos = i[0].pos * bary.x + i[1].pos * bary.y + i[2].pos * bary.z; | |
float3 pp[3]; | |
for(int n=0; n<3; n++) | |
pp[n] = pos - i[n].normal * (dot(pos, i[n].normal) - dot(i[n].pos, i[n].normal)); | |
pos = _DispPhong * (pp[0] * bary.x + pp[1] * bary.y + pp[2] * bary.z) + (1.0 - _DispPhong) * pos; | |
o.pos = UnityObjectToClipPos(pos); | |
o.bary = bary; | |
return o; | |
} | |
float4 FS(f_input i) : SV_Target { | |
half3 d = fwidth(i.bary); | |
half3 a3 = smoothstep(half3(0,0,0), d*1.0, i.bary); | |
half w = 1.0 - min(min(a3.x,a3.y),a3.z); | |
return w; | |
} | |
ENDCG | |
} | |
} | |
} |
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