Unity Shader学习:曲面细分
vf shader的基于视距的曲面细分
参考:https://catlikecoding.com/unity/tutorials/advanced-rendering/tessellation/
https://blog.csdn.net/liu_if_else/article/details/75039895
shader部分:
Shader "Zzc/TessellationTest"
{
Properties
{
_MainTex("Texture", 2D) = "white" {
}
_TessellationEdgeLength("Tessellation Edge Length", Range(5, 1000)) = 50
}
SubShader
{
Tags {
"LightMode" = "ForwardBase" }
Pass
{
CGPROGRAM
#pragma vertex tessvert
#pragma fragment frag
#pragma hull hs
#pragma domain ds
#pragma target 4.6
#pragma geometry geo
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
float3 color:TEXCOORD3;
};
struct g2f {
v2f data;
float2 barycentricCoordinates : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _TessellationEdgeLength;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o