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WACVR/Assets/LIV/Resources/Shaders/LIV_ClipPlaneComplexDebug.shader

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Shader "Hidden/LIV_ClipPlaneComplexDebug"
{
Properties{
_LivClipPlaneHeightMap("Clip Plane Height Map", 2D) = "black" {}
}
SubShader
{
Tags { "Queue" = "Background" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
Pass {
Name "CLIP_PLANE_COMPLEX_DEBUG"
Cull Off ZWrite On
Fog{ Mode Off }
CGPROGRAM
#pragma target 4.6
#pragma vertex TessellationVertexProgram
#pragma fragment FragmentProgram
#pragma hull HullProgram
#pragma domain DomainProgram
#pragma geometry GeometryProgram
#include "UnityCG.cginc"
sampler2D _LivClipPlaneHeightMap;
float _LivTessellation;
struct VertexData {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 worldPos : TEXCOORD1;
};
struct GeomToFragData {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 barycentric : TEXCOORD1;
};
struct TessellationFactors {
float edge[4] : SV_TessFactor;
float inside[2] : SV_InsideTessFactor;
};
struct TessellationControlPoint {
float4 vertex : INTERNALTESSPOS;
float2 uv : TEXCOORD0;
};
[domain("quad")]
[outputcontrolpoints(4)]
[outputtopology("triangle_cw")]
[partitioning("fractional_odd")]
[patchconstantfunc("PatchConstantFunction")]
TessellationControlPoint HullProgram(InputPatch<TessellationControlPoint, 4> patch, uint id : SV_OutputControlPointID) {
return patch[id];
}
TessellationFactors PatchConstantFunction(InputPatch<TessellationControlPoint, 4> patch) {
TessellationFactors f;
float t = _LivTessellation;
f.edge[0] = f.edge[1] = f.edge[2] = f.edge[3] = f.inside[0] = f.inside[1] = t;
return f;
}
[domain("quad")]
VertexData DomainProgram(TessellationFactors factors, OutputPatch<TessellationControlPoint, 4> patch, float2 uv : SV_DomainLocation) {
VertexData data;
data.uv = lerp(lerp(patch[0].uv, patch[1].uv, uv.x), lerp(patch[3].uv, patch[2].uv, uv.x), uv.y);
float4 vertex = lerp(lerp(patch[0].vertex, patch[1].vertex, uv.x), lerp(patch[3].vertex, patch[2].vertex, uv.x), uv.y);
vertex.z += tex2Dlod(_LivClipPlaneHeightMap, float4(data.uv, 0, 0)).r;
data.vertex = UnityObjectToClipPos(vertex);
data.worldPos = mul(unity_ObjectToWorld, vertex);
return data;
}
TessellationControlPoint TessellationVertexProgram(VertexData v) {
TessellationControlPoint p;
p.vertex = v.vertex;
p.uv = v.uv;
return p;
}
[maxvertexcount(3)]
void GeometryProgram(triangle VertexData p[3], inout TriangleStream<GeomToFragData> triStream) {
GeomToFragData pIn;
pIn.vertex = p[0].vertex;
pIn.uv = p[0].uv;
pIn.barycentric.xyz = float3(1.0, 0, 0);
triStream.Append(pIn);
pIn.vertex = p[1].vertex;
pIn.uv = p[1].uv;
pIn.barycentric.xyz = float3(0, 1.0, 0);
triStream.Append(pIn);
pIn.vertex = p[2].vertex;
pIn.uv = p[2].uv;
pIn.barycentric.xyz = float3(0, 0, 1.0);
triStream.Append(pIn);
}
fixed4 FragmentProgram(GeomToFragData i) : SV_Target {
float3 barys;
barys.xy = i.barycentric;
barys.z = 1 - barys.x - barys.y;
barys = smoothstep(0.0, 0.0 + fwidth(barys), barys);
return lerp(float4(0.0, 0.0, 0.0, 0.5), float4(0.0, 1.0, 0.0, 0.5), min(barys.x, min(barys.y, barys.z)));
}
ENDCG
}
}
}