Reversed the debug view for displacement to show height instead of depth.
Also add a LerpInverse utility, though I ended up not using it with these changes, it should be handle elsewhere.
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+5
-2
@@ -342,8 +342,11 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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if(o_debugDrawMode == DebugDrawMode::Displacement)
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{
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float depth = GetNormalizedDepth(-MaterialSrg::m_displacementMax, -MaterialSrg::m_displacementMin, IN.m_uv[MaterialSrg::m_parallaxUvIndex], float2(0,0), float2(0,0));
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return DebugOutput(float3(depth,depth,depth));
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float startDepth = -MaterialSrg::m_displacementMax;
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float stopDepth = -MaterialSrg::m_displacementMin;
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float depth = GetNormalizedDepth(startDepth, stopDepth, IN.m_uv[MaterialSrg::m_parallaxUvIndex], float2(0,0), float2(0,0));
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float height = 1 - saturate(depth);
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return DebugOutput(float3(height,height,height));
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}
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if(o_debugDrawMode == DebugDrawMode::FinalBlendWeights)
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@@ -225,3 +225,16 @@ float NextRandomFloatUniform(inout uint seed)
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seed = Xorshift(seed);
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return (float)seed / 4294967295.0f;
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}
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//! Returns the inverse of lerp, 't', such that value = lerp(a, b, t), or returns 0 when a == b.
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float LerpInverse(float a, float b, float value)
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{
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if(abs(a - b) <= EPSILON)
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{
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return 0.0;
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}
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else
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{
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return (value - a) / (b - a);
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}
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}
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