Refactor draw calls drawing to use single objects buffer and better materials batching

This commit is contained in:
Wojtek Figat
2024-07-02 00:52:22 +02:00
parent 78f3248ac9
commit 08ef7c93ea
35 changed files with 491 additions and 442 deletions

View File

@@ -26,14 +26,12 @@ void PS_GBuffer(
)
{
Light = float4(0, 0, 0, 1);
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
ClipLODTransition(materialInput);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking

View File

@@ -12,13 +12,12 @@
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
ClipLODTransition(materialInput);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking

View File

@@ -38,14 +38,12 @@ void PS_Forward(
)
{
output = 0;
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
ClipLODTransition(materialInput);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking

View File

@@ -4,7 +4,6 @@
#define CAN_USE_LIGHTMAP 1
@1// Lightmap: Includes
@2// Lightmap: Constants
float4 LightmapArea;
@3// Lightmap: Resources
#if USE_LIGHTMAP
// Irradiance and directionality prebaked lightmaps

View File

@@ -11,14 +11,15 @@
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionVectors(PixelInput input) : SV_Target0
{
#if USE_DITHERED_LOD_TRANSITION || MATERIAL_MASKED
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
ClipLODTransition(materialInput);
#endif
#endif
#if MATERIAL_MASKED
// Perform per pixel clipping if material requries it
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif

View File

@@ -33,8 +33,13 @@ struct TessalationDSToPS
MaterialInput GetMaterialInput(TessalationDSToPS input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
#if USE_PER_DRAW_CONSTANTS
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex);
#else
LoadObjectFromCB(output.Object);
#endif
output.SvPosition = input.Position;
output.TwoSidedSign = WorldDeterminantSign;
output.TwoSidedSign = output.Object.WorldDeterminantSign;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
#endif

View File

@@ -3,6 +3,7 @@
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
#define USE_PER_DRAW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
@@ -10,17 +11,19 @@
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x3 WorldMatrix;
float4x3 PrevWorldMatrix;
float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
float3 GeometrySize;
float WorldDeterminantSign;
@1META_CB_END
// Shader resources
@2
Buffer<float4> ObjectsBuffer : register(t0);
#if USE_SKINNING
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
Buffer<float4> BoneMatrices : register(t1);
#if PER_BONE_MOTION_BLUR
// The skeletal bones matrix buffer from the previous frame
Buffer<float4> PrevBoneMatrices : register(t2);
#endif
#endif
// Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData
{
@@ -32,12 +35,8 @@ struct GeometryData
#endif
float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4;
nointerpolation float3 InstanceOrigin : TEXCOORD5;
nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
float3 PrevWorldPosition : TEXCOORD7;
nointerpolation float3 InstanceTransform1 : TEXCOORD8;
nointerpolation float3 InstanceTransform2 : TEXCOORD9;
nointerpolation float3 InstanceTransform3 : TEXCOORD10;
nointerpolation uint ObjectIndex : TEXCOORD8;
};
// Interpolants passed from the vertex shader
@@ -80,11 +79,8 @@ struct MaterialInput
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
float3 InstanceOrigin;
float2 InstanceParams;
float3 InstanceTransform1;
float3 InstanceTransform2;
float3 InstanceTransform3;
uint ObjectIndex;
ObjectData Object;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif
@@ -103,11 +99,7 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
output.VertexColor = geometry.VertexColor;
#endif
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
output.InstanceOrigin = geometry.InstanceOrigin;
output.InstanceParams = geometry.InstanceParams;
output.InstanceTransform1 = geometry.InstanceTransform1;
output.InstanceTransform2 = geometry.InstanceTransform2;
output.InstanceTransform3 = geometry.InstanceTransform3;
output.ObjectIndex = geometry.ObjectIndex;
return output;
}
@@ -143,11 +135,7 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
output.WorldNormal = normalize(output.WorldNormal);
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
output.InstanceOrigin = p0.InstanceOrigin;
output.InstanceParams = p0.InstanceParams;
output.InstanceTransform1 = p0.InstanceTransform1;
output.InstanceTransform2 = p0.InstanceTransform2;
output.InstanceTransform3 = p0.InstanceTransform3;
output.ObjectIndex = p0.ObjectIndex;
return output;
}
@@ -156,7 +144,8 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex);
output.TwoSidedSign = output.Object.WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
@@ -164,16 +153,6 @@ MaterialInput GetMaterialInput(PixelInput input)
return output;
}
// Gets the local to world transform matrix
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
// Extarcts the world matrix and instancce transform vector
#if USE_INSTANCING
#define CalculateInstanceTransform(input) float4x4 world = GetInstanceTransform(input); output.Geometry.InstanceTransform1 = input.InstanceTransform1.xyz; output.Geometry.InstanceTransform2 = input.InstanceTransform2.xyz; output.Geometry.InstanceTransform3 = input.InstanceTransform3.xyz;
#else
#define CalculateInstanceTransform(input) float4x4 world = ToMatrix4x4(WorldMatrix); output.Geometry.InstanceTransform1 = world[0].xyz; output.Geometry.InstanceTransform2 = world[1].xyz; output.Geometry.InstanceTransform3 = world[2].xyz;
#endif
// Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
@@ -218,7 +197,7 @@ float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld);
}
@@ -226,7 +205,7 @@ float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector);
}
@@ -234,30 +213,26 @@ float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
// Gets the current object position (supports instancing)
float3 GetObjectPosition(MaterialInput input)
{
return input.InstanceOrigin.xyz;
return input.Object.WorldMatrix[3].xyz;
}
// Gets the current object size (supports instancing)
float3 GetObjectSize(MaterialInput input)
{
float4x4 world = GetInstanceTransform(input);
return GeometrySize * float3(world._m00, world._m11, world._m22);
float4x4 world = input.Object.WorldMatrix;
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
return input.InstanceParams.x;
return input.Object.PerInstanceRandom;
}
// Get the current object LOD transition dither factor (supports instancing)
float GetLODDitherFactor(MaterialInput input)
{
#if USE_DITHERED_LOD_TRANSITION
return input.InstanceParams.y;
#else
return 0;
#endif
return input.Object.LODDitherFactor;
}
// Gets the interpolated vertex color (in linear space)
@@ -316,19 +291,22 @@ META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32_UINT, 3, 0, PER_INSTANCE, 1, USE_INSTANCING)
VertexOutput VS(ModelInput input)
{
VertexOutput output;
// Load object data
#if USE_INSTANCING
output.Geometry.ObjectIndex = input.ObjectIndex;
#else
output.Geometry.ObjectIndex = DrawObjectIndex;
#endif
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
// Compute world space vertex position
CalculateInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), object.PrevWorldMatrix).xyz;
// Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
@@ -338,22 +316,15 @@ VertexOutput VS(ModelInput input)
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
#if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
#else
output.Geometry.LightmapUV = input.LightmapUV;
#endif
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToLocal = CalcTangentToLocal(input);
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
float3x3 tangentToWorld = CalcTangentToWorld(object.WorldMatrix, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
@@ -361,10 +332,11 @@ VertexOutput VS(ModelInput input)
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.TwoSidedSign = object.WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.Object = object;
Material material = GetMaterialVS(materialInput);
#endif
@@ -392,33 +364,27 @@ META_VS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_INSTANCING=0)
META_PERMUTATION_1(USE_INSTANCING=1)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32_UINT, 3, 0, PER_INSTANCE, 1, USE_INSTANCING)
float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
{
// Load object data
#if USE_INSTANCING
float4x4 world = GetInstanceTransform(input);
uint objectIndex = input.ObjectIndex;
#else
float4x4 world = ToMatrix4x4(WorldMatrix);
uint objectIndex = DrawObjectIndex;
#endif
float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
ObjectData object = LoadObject(ObjectsBuffer, objectIndex);
// Transform vertex position into the screen
float3 worldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
return position;
}
#if USE_SKINNING
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
Buffer<float4> BoneMatrices : register(t0);
#if PER_BONE_MOTION_BLUR
// The skeletal bones matrix buffer from the previous frame
Buffer<float4> PrevBoneMatrices : register(t1);
float3x4 GetPrevBoneMatrix(int index)
{
float4 a = PrevBoneMatrices[index * 3];
@@ -497,6 +463,10 @@ META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0,
VertexOutput VS_Skinned(ModelInput_Skinned input)
{
VertexOutput output;
// Load object data
output.Geometry.ObjectIndex = DrawObjectIndex;
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
// Perform skinning
float3x4 boneMatrix = GetBoneMatrix(input);
@@ -504,13 +474,12 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
float3x3 tangentToLocal = SkinTangents(input, boneMatrix);
// Compute world space vertex position
CalculateInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz;
output.Geometry.WorldPosition = mul(float4(position, 1), object.WorldMatrix).xyz;
#if PER_BONE_MOTION_BLUR
float3 prevPosition = SkinPrevPosition(input);
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), object.PrevWorldMatrix).xyz;
#else
output.Geometry.PrevWorldPosition = mul(float4(position, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
output.Geometry.PrevWorldPosition = mul(float4(position, 1), object.PrevWorldMatrix).xyz;
#endif
// Compute clip space position
@@ -522,15 +491,9 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
output.Geometry.VertexColor = float4(0, 0, 0, 1);
#endif
output.Geometry.LightmapUV = float2(0, 0);
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
float3x3 tangentToWorld = CalcTangentToWorld(object.WorldMatrix, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
@@ -538,10 +501,11 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.TwoSidedSign = object.WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.Object = object;
Material material = GetMaterialVS(materialInput);
#endif
@@ -568,12 +532,12 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
#if USE_DITHERED_LOD_TRANSITION
void ClipLODTransition(PixelInput input)
void ClipLODTransition(MaterialInput input)
{
float ditherFactor = input.Geometry.InstanceParams.y;
float ditherFactor = input.Object.LODDitherFactor;
if (abs(ditherFactor) > 0.001)
{
float randGrid = cos(dot(floor(input.Position.xy), float2(347.83452793, 3343.28371863)));
float randGrid = cos(dot(floor(input.SvPosition.xy), float2(347.83452793, 3343.28371863)));
float randGridFrac = frac(randGrid * 1000.0);
half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
clip(mask - 0.001);
@@ -586,14 +550,13 @@ void ClipLODTransition(PixelInput input)
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input)
{
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
ClipLODTransition(materialInput);
#endif
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Perform per pixel clipping

View File

@@ -28,6 +28,7 @@ float4 HeightmapUVScaleBias;
float4 NeighborLOD;
float2 OffsetUV;
float2 Dummy0;
float4 LightmapArea;
@1META_CB_END
// Terrain data
@@ -88,6 +89,7 @@ struct MaterialInput
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
float HolesMask;
ObjectData Object;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE];
#endif
@@ -147,9 +149,23 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
#endif
ObjectData GetObject()
{
ObjectData object = (ObjectData)0;
object.WorldMatrix = ToMatrix4x4(WorldMatrix);
object.PrevWorldMatrix = object.WorldMatrix;
object.GeometrySize = float3(1, 1, 1);
object.PerInstanceRandom = PerInstanceRandom;
object.WorldDeterminantSign = WorldDeterminantSign;
object.LODDitherFactor = 0.0f;
object.LightmapArea = LightmapArea;
return object;
}
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.Object = GetObject();
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
@@ -396,6 +412,7 @@ VertexOutput VS(TerrainVertexInput input)
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = (MaterialInput)0;
materialInput.Object = GetObject();
materialInput.WorldPosition = output.Geometry.WorldPosition;
materialInput.TexCoord = output.Geometry.TexCoord;
#if USE_LIGHTMAP