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Basic triangle Unity ShaderLab Shader; Tessellates a triangle mesh and colors it red.
Shader "Tesselation/Triangle_Tesselation" {
Properties {
_TessEdge ("Edge Tess", Range(1,64)) = 2
}
SubShader {
Pass {
CGPROGRAM
#pragma target 5.0
#pragma vertex VS
#pragma fragment PS
#pragma hull HS
#pragma domain DS
#pragma enable_d3d11_debug_symbols
//#include "UnityCG.cginc"
float _TessEdge;
struct VS_Input
{
float3 vertex : POSITION;
};
struct HS_Input
{
float4 pos : POS;
};
struct HS_ConstantOutput
{
float TessFactor[3] : SV_TessFactor;
float InsideTessFactor : SV_InsideTessFactor;
};
struct HS_ControlPointOutput
{
float3 pos : POS;
};
struct DS_Output
{
float4 pos : SV_Position;
};
struct FS_Input
{
float4 pos : SV_Position;
};
struct FS_Output
{
fixed4 color : SV_Target0;
};
HS_Input VS( VS_Input Input )
{
HS_Input Output;
Output.pos = float4(Input.vertex, 1);
return Output;
}
HS_ConstantOutput HSConstant( InputPatch<HS_Input, 3> Input )
{
HS_ConstantOutput Output = (HS_ConstantOutput)0;
Output.TessFactor[0] = Output.TessFactor[1] = Output.TessFactor[2] = _TessEdge;
Output.InsideTessFactor = _TessEdge;
return Output;
}
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[patchconstantfunc("HSConstant")]
[outputcontrolpoints(3)]
HS_ControlPointOutput HS( InputPatch<HS_Input, 3> Input, uint uCPID : SV_OutputControlPointID )
{
HS_ControlPointOutput Output = (HS_ControlPointOutput)0;
Output.pos = Input[uCPID].pos.xyz;
return Output;
}
[domain("tri")]
DS_Output DS( HS_ConstantOutput HSConstantData,
const OutputPatch<HS_ControlPointOutput, 3> Input,
float3 BarycentricCoords : SV_DomainLocation)
{
DS_Output Output = (DS_Output)0;
float fU = BarycentricCoords.x;
float fV = BarycentricCoords.y;
float fW = BarycentricCoords.z;
float3 pos = Input[0].pos * fU + Input[1].pos * fV + Input[2].pos * fW;
Output.pos = mul (UNITY_MATRIX_MVP, float4(pos.xyz,1.0));
return Output;
}
FS_Output PS( FS_Input I )
{
FS_Output Output;
Output.color = fixed4(1, 0, 0, 1);
return Output;
}
ENDCG
}
}
}
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