namespace UnityEngine.Rendering.Universal.Internal { /// /// Util class for normal reconstruction. /// public static class NormalReconstruction { private static readonly int s_NormalReconstructionMatrixID = Shader.PropertyToID("_NormalReconstructionMatrix"); private static Matrix4x4[] s_NormalReconstructionMatrix = new Matrix4x4[2]; /// /// Setup properties needed for normal reconstruction from depth using shader functions in NormalReconstruction.hlsl /// /// Command Buffer used for properties setup. /// CameraData containing camera matrices information. public static void SetupProperties(CommandBuffer cmd, in CameraData cameraData) { #if ENABLE_VR && ENABLE_XR_MODULE int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1; #else int eyeCount = 1; #endif for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++) { Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex); Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex); s_NormalReconstructionMatrix[eyeIndex] = proj * view; // camera view space without translation, used by SSAO.hlsl ReconstructViewPos() to calculate view vector. Matrix4x4 cview = view; cview.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); Matrix4x4 cviewProj = proj * cview; Matrix4x4 cviewProjInv = cviewProj.inverse; s_NormalReconstructionMatrix[eyeIndex] = cviewProjInv; } cmd.SetGlobalMatrixArray(s_NormalReconstructionMatrixID, s_NormalReconstructionMatrix); } } }