#include GENERATED_CODE_PATH #include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Properties.hlsl" #include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl" struct PixelInput { float4 position : SV_POSITION; float4 color : COLOR; float4 uv : TEXCOORD0; }; [NumThreads(3, 1, 1)] // 3 threads per triangle [OutputTopology("triangle")] void MSMain( uint3 groupThreadID : SV_GroupThreadID, uint groupID : SV_GroupID, out vertices PixelInput outVerts[3], out indices uint3 outTris[1]) { uint vertexId = groupThreadID.x; Vertex v = LoadVertexData(vertexId, groupID.x, g_PerObjectData.vertexBuffer, g_PerObjectData.indexBuffer); SetMeshOutputCounts(3, 1); //v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position)); // Write vertex output outVerts[vertexId].position = v.position; outVerts[vertexId].color = v.color; outVerts[vertexId].uv = v.uv; // Thread 0 defines topology if (vertexId == 0) { outTris[0] = uint3(0, 1, 2); } } float4 PSMain(PixelInput input) : SV_TARGET { //float4 color1 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture1, 0, input.uv.xy); //float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, 0, input.uv.xy); //float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, 0, input.uv.xy); //float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, 0, input.uv.xy); //float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f; return g_PerMaterialData.color + input.color; //return input.color; }