// Because this framework is supposed to work with the legacy render pipelines AND scriptable render // pipelines we can't use Unity's shader libraries (some scriptable pipelines come with their own // shader lib). So here goes a minimal shader lib only used for post-processing to ensure good // compatibility with all pipelines. #ifndef UNITY_POSTFX_STDLIB #define UNITY_POSTFX_STDLIB // ----------------------------------------------------------------------------- // API macros #if defined(SHADER_API_PSSL) #include "API/PSSL.hlsl" #elif defined(SHADER_API_XBOXONE) || defined (SHADER_API_GAMECORE) #include "API/XboxOne.hlsl" #elif defined(SHADER_API_D3D11) #include "API/D3D11.hlsl" #elif defined(SHADER_API_D3D12) #include "API/D3D12.hlsl" #elif defined(SHADER_API_D3D9) || defined(SHADER_API_D3D11_9X) #include "API/D3D9.hlsl" #elif defined(SHADER_API_VULKAN) #include "API/Vulkan.hlsl" #elif defined(SHADER_API_SWITCH) #include "API/Switch.hlsl" #elif defined(SHADER_API_METAL) #include "API/Metal.hlsl" #elif defined(SHADER_API_PSP2) #include "API/PSP2.hlsl" #else #include "API/OpenGL.hlsl" #endif #if defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_SWITCH) || defined(SHADER_API_PSP2) #define SHADER_API_CONSOLE #endif // ----------------------------------------------------------------------------- // Constants #define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15 #define HALF_MAX_MINUS1 65472.0 // (2 - 2^-9) * 2^15 #define EPSILON 1.0e-4 #define PI 3.14159265359 #define TWO_PI 6.28318530718 #define FOUR_PI 12.56637061436 #define INV_PI 0.31830988618 #define INV_TWO_PI 0.15915494309 #define INV_FOUR_PI 0.07957747155 #define HALF_PI 1.57079632679 #define INV_HALF_PI 0.636619772367 #define FLT_EPSILON 1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0 #define FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number #define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number // ----------------------------------------------------------------------------- // Compatibility functions #if (SHADER_TARGET < 50 && !defined(SHADER_API_PSSL)) float rcp(float value) { return 1.0 / value; } #endif #if defined(SHADER_API_GLES) #define mad(a, b, c) (a * b + c) #endif #ifndef INTRINSIC_MINMAX3 float Min3(float a, float b, float c) { return min(min(a, b), c); } float2 Min3(float2 a, float2 b, float2 c) { return min(min(a, b), c); } float3 Min3(float3 a, float3 b, float3 c) { return min(min(a, b), c); } float4 Min3(float4 a, float4 b, float4 c) { return min(min(a, b), c); } float Max3(float a, float b, float c) { return max(max(a, b), c); } float2 Max3(float2 a, float2 b, float2 c) { return max(max(a, b), c); } float3 Max3(float3 a, float3 b, float3 c) { return max(max(a, b), c); } float4 Max3(float4 a, float4 b, float4 c) { return max(max(a, b), c); } #endif // INTRINSIC_MINMAX3 // https://twitter.com/SebAaltonen/status/878250919879639040 // madd_sat + madd float FastSign(float x) { return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0; } float2 FastSign(float2 x) { return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0; } float3 FastSign(float3 x) { return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0; } float4 FastSign(float4 x) { return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0; } // Using pow often result to a warning like this // "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" // PositivePow remove this warning when you know the value is positive and avoid inf/NAN. float PositivePow(float base, float power) { return pow(max(abs(base), float(FLT_EPSILON)), power); } float2 PositivePow(float2 base, float2 power) { return pow(max(abs(base), float2(FLT_EPSILON, FLT_EPSILON)), power); } float3 PositivePow(float3 base, float3 power) { return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); } float4 PositivePow(float4 base, float4 power) { return pow(max(abs(base), float4(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); } // NaN checker // /Gic isn't enabled on fxc so we can't rely on isnan() anymore bool IsNan(float x) { // For some reason the following tests outputs "internal compiler error" randomly on desktop // so we'll use a safer but slightly slower version instead :/ //return (x <= 0.0 || 0.0 <= x) ? false : true; return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true; } bool AnyIsNan(float2 x) { return IsNan(x.x) || IsNan(x.y); } bool AnyIsNan(float3 x) { return IsNan(x.x) || IsNan(x.y) || IsNan(x.z); } bool AnyIsNan(float4 x) { return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w); } // ----------------------------------------------------------------------------- // Std unity data float4x4 unity_CameraProjection; float4x4 unity_MatrixVP; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToCamera; float3 _WorldSpaceCameraPos; float4 _ProjectionParams; // x: 1 (-1 flipped), y: near, z: far, w: 1/far float4 unity_ColorSpaceLuminance; float4 unity_DeltaTime; // x: dt, y: 1/dt, z: smoothDt, w: 1/smoothDt float4 unity_OrthoParams; // x: width, y: height, z: unused, w: ortho ? 1 : 0 float4 _ZBufferParams; // x: 1-far/near, y: far/near, z: x/far, w: y/far float4 _ScreenParams; // x: width, y: height, z: 1+1/width, w: 1+1/height float4 _Time; // x: t/20, y: t, z: t*2, w: t*3 float4 _SinTime; // x: sin(t/20), y: sin(t), z: sin(t*2), w: sin(t*3) float4 _CosTime; // x: cos(t/20), y: cos(t), z: cos(t*2), w: cos(t*3) // ----------------------------------------------------------------------------- // Std functions // Z buffer depth to linear 0-1 depth // Handles orthographic projection correctly float Linear01Depth(float z) { float isOrtho = unity_OrthoParams.w; float isPers = 1.0 - unity_OrthoParams.w; z *= _ZBufferParams.x; return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y); } float LinearEyeDepth(float z) { return rcp(_ZBufferParams.z * z + _ZBufferParams.w); } // Clamp HDR value within a safe range half3 SafeHDR(half3 c) { return min(c, HALF_MAX); } half4 SafeHDR(half4 c) { return min(c, HALF_MAX); } // Decode normals stored in _CameraDepthNormalsTexture float3 DecodeViewNormalStereo(float4 enc4) { float kScale = 1.7777; float3 nn = enc4.xyz * float3(2.0 * kScale, 2.0 * kScale, 0) + float3(-kScale, -kScale, 1); float g = 2.0 / dot(nn.xyz, nn.xyz); float3 n; n.xy = g * nn.xy; n.z = g - 1.0; return n; } // Interleaved gradient function from Jimenez 2014 // http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare float GradientNoise(float2 uv) { uv = floor(uv * _ScreenParams.xy); float f = dot(float2(0.06711056, 0.00583715), uv); return frac(52.9829189 * frac(f)); } // Vertex manipulation float2 TransformTriangleVertexToUV(float2 vertex) { float2 uv = (vertex + 1.0) * 0.5; return uv; } #include "xRLib.hlsl" // ----------------------------------------------------------------------------- // Default vertex shaders struct AttributesDefault { float3 vertex : POSITION; }; struct VaryingsDefault { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float2 texcoordStereo : TEXCOORD1; #if STEREO_INSTANCING_ENABLED uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex; #endif }; #if STEREO_INSTANCING_ENABLED float _DepthSlice; #endif VaryingsDefault VertDefault(AttributesDefault v) { VaryingsDefault o; o.vertex = float4(v.vertex.xy, 0.0, 1.0); o.texcoord = TransformTriangleVertexToUV(v.vertex.xy); #if UNITY_UV_STARTS_AT_TOP o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); #endif o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0); return o; } float4 _UVTransform; // xy: scale, wz: translate #if STEREO_DOUBLEWIDE_TARGET float4 _PosScaleOffset; // xy: scale, wz: offset #endif VaryingsDefault VertUVTransform(AttributesDefault v) { VaryingsDefault o; #if STEREO_DOUBLEWIDE_TARGET o.vertex = float4(v.vertex.xy * _PosScaleOffset.xy + _PosScaleOffset.zw, 0.0, 1.0); #else o.vertex = float4(v.vertex.xy, 0.0, 1.0); #endif o.texcoord = TransformTriangleVertexToUV(v.vertex.xy) * _UVTransform.xy + _UVTransform.zw; o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0); #if STEREO_INSTANCING_ENABLED o.stereoTargetEyeIndex = (uint)_DepthSlice; #endif return o; } #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw) #endif // UNITY_POSTFX_STDLIB