b486678290
Library -Artifacts
396 lines
12 KiB
HLSL
396 lines
12 KiB
HLSL
#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.deprecated.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl"
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VertexPositionInputs GetVertexPositionInputs(float3 positionOS)
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{
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VertexPositionInputs input;
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input.positionWS = TransformObjectToWorld(positionOS);
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input.positionVS = TransformWorldToView(input.positionWS);
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input.positionCS = TransformWorldToHClip(input.positionWS);
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float4 ndc = input.positionCS * 0.5f;
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input.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
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input.positionNDC.zw = input.positionCS.zw;
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return input;
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}
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VertexNormalInputs GetVertexNormalInputs(float3 normalOS)
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{
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VertexNormalInputs tbn;
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tbn.tangentWS = real3(1.0, 0.0, 0.0);
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tbn.bitangentWS = real3(0.0, 1.0, 0.0);
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tbn.normalWS = TransformObjectToWorldNormal(normalOS);
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return tbn;
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}
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VertexNormalInputs GetVertexNormalInputs(float3 normalOS, float4 tangentOS)
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{
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VertexNormalInputs tbn;
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// mikkts space compliant. only normalize when extracting normal at frag.
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real sign = real(tangentOS.w) * GetOddNegativeScale();
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tbn.normalWS = TransformObjectToWorldNormal(normalOS);
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tbn.tangentWS = real3(TransformObjectToWorldDir(tangentOS.xyz));
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tbn.bitangentWS = real3(cross(tbn.normalWS, float3(tbn.tangentWS))) * sign;
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return tbn;
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}
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float4 GetScaledScreenParams()
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{
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return _ScaledScreenParams;
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}
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// Returns 'true' if the current view performs a perspective projection.
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bool IsPerspectiveProjection()
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{
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return (unity_OrthoParams.w == 0);
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}
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float3 GetCameraPositionWS()
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{
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// Currently we do not support Camera Relative Rendering so
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// we simply return the _WorldSpaceCameraPos until then
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return _WorldSpaceCameraPos;
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// We will replace the code above with this one once
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// we start supporting Camera Relative Rendering
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//#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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// return float3(0, 0, 0);
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//#else
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// return _WorldSpaceCameraPos;
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//#endif
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}
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// Could be e.g. the position of a primary camera or a shadow-casting light.
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float3 GetCurrentViewPosition()
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{
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// Currently we do not support Camera Relative Rendering so
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// we simply return the _WorldSpaceCameraPos until then
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return GetCameraPositionWS();
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// We will replace the code above with this one once
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// we start supporting Camera Relative Rendering
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//#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
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// return GetCameraPositionWS();
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//#else
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// // This is a generic solution.
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// // However, for the primary camera, using '_WorldSpaceCameraPos' is better for cache locality,
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// // and in case we enable camera-relative rendering, we can statically set the position is 0.
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// return UNITY_MATRIX_I_V._14_24_34;
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//#endif
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}
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// Returns the forward (central) direction of the current view in the world space.
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float3 GetViewForwardDir()
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{
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float4x4 viewMat = GetWorldToViewMatrix();
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return -viewMat[2].xyz;
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}
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// Computes the world space view direction (pointing towards the viewer).
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float3 GetWorldSpaceViewDir(float3 positionWS)
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{
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if (IsPerspectiveProjection())
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{
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// Perspective
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return GetCurrentViewPosition() - positionWS;
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}
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else
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{
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// Orthographic
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return -GetViewForwardDir();
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}
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}
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// Computes the object space view direction (pointing towards the viewer).
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half3 GetObjectSpaceNormalizeViewDir(float3 positionOS)
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{
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if (IsPerspectiveProjection())
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{
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// Perspective
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float3 V = TransformWorldToObject(GetCurrentViewPosition()) - positionOS;
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return half3(normalize(V));
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}
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else
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{
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// Orthographic
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return half3(TransformWorldToObjectNormal(-GetViewForwardDir()));
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}
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}
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half3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
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{
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if (IsPerspectiveProjection())
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{
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// Perspective
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float3 V = GetCurrentViewPosition() - positionWS;
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return half3(normalize(V));
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}
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else
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{
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// Orthographic
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return half3(-GetViewForwardDir());
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}
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}
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// UNITY_MATRIX_V defines a right-handed view space with the Z axis pointing towards the viewer.
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// This function reverses the direction of the Z axis (so that it points forward),
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// making the view space coordinate system left-handed.
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void GetLeftHandedViewSpaceMatrices(out float4x4 viewMatrix, out float4x4 projMatrix)
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{
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viewMatrix = UNITY_MATRIX_V;
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viewMatrix._31_32_33_34 = -viewMatrix._31_32_33_34;
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projMatrix = UNITY_MATRIX_P;
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projMatrix._13_23_33_43 = -projMatrix._13_23_33_43;
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}
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void AlphaDiscard(real alpha, real cutoff, real offset = real(0.0))
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{
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#ifdef _ALPHATEST_ON
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if (IsAlphaDiscardEnabled())
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clip(alpha - cutoff + offset);
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#endif
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}
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half OutputAlpha(half outputAlpha, half surfaceType = half(0.0))
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{
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return surfaceType == 1 ? outputAlpha : half(1.0);
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}
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// A word on normalization of normals:
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// For better quality normals should be normalized before and after
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// interpolation.
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// 1) In vertex, skinning or blend shapes might vary significantly the lenght of normal.
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// 2) In fragment, because even outputting unit-length normals interpolation can make it non-unit.
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// 3) In fragment when using normal map, because mikktspace sets up non orthonormal basis.
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// However we will try to balance performance vs quality here as also let users configure that as
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// shader quality tiers.
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// Low Quality Tier: Don't normalize per-vertex.
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// Medium Quality Tier: Always normalize per-vertex.
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// High Quality Tier: Always normalize per-vertex.
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//
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// Always normalize per-pixel.
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// Too many bug like lighting quality issues otherwise.
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half3 NormalizeNormalPerVertex(half3 normalWS)
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{
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#if defined(SHADER_QUALITY_LOW) && defined(_NORMALMAP)
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return normalWS;
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#else
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return normalize(normalWS);
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#endif
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}
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float3 NormalizeNormalPerVertex(float3 normalWS)
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{
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#if defined(SHADER_QUALITY_LOW) && defined(_NORMALMAP)
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return normalWS;
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#else
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return normalize(normalWS);
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#endif
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}
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half3 NormalizeNormalPerPixel(half3 normalWS)
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{
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// With XYZ normal map encoding we sporadically sample normals with near-zero-length causing Inf/NaN
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#if defined(UNITY_NO_DXT5nm) && defined(_NORMALMAP)
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return SafeNormalize(normalWS);
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#else
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return normalize(normalWS);
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#endif
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}
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float3 NormalizeNormalPerPixel(float3 normalWS)
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{
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#if defined(UNITY_NO_DXT5nm) && defined(_NORMALMAP)
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return SafeNormalize(normalWS);
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#else
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return normalize(normalWS);
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#endif
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}
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real ComputeFogFactorZ0ToFar(float z)
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{
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#if defined(FOG_LINEAR)
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// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
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float fogFactor = saturate(z * unity_FogParams.z + unity_FogParams.w);
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return real(fogFactor);
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#elif defined(FOG_EXP) || defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// -density * z computed at vertex
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return real(unity_FogParams.x * z);
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#else
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return real(0.0);
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#endif
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}
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real ComputeFogFactor(float zPositionCS)
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{
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float clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(zPositionCS);
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return ComputeFogFactorZ0ToFar(clipZ_0Far);
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}
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half ComputeFogIntensity(half fogFactor)
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{
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half fogIntensity = half(0.0);
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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#if defined(FOG_EXP)
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// factor = exp(-density*z)
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// fogFactor = density*z compute at vertex
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fogIntensity = saturate(exp2(-fogFactor));
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#elif defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// fogFactor = density*z compute at vertex
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fogIntensity = saturate(exp2(-fogFactor * fogFactor));
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#elif defined(FOG_LINEAR)
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fogIntensity = fogFactor;
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#endif
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#endif
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return fogIntensity;
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}
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// Force enable fog fragment shader evaluation
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#define _FOG_FRAGMENT 1
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real InitializeInputDataFog(float4 positionWS, real vertFogFactor)
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{
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real fogFactor = 0.0;
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#if defined(_FOG_FRAGMENT)
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#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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// Compiler eliminates unused math --> matrix.column_z * vec
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float viewZ = -(mul(UNITY_MATRIX_V, positionWS).z);
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// View Z is 0 at camera pos, remap 0 to near plane.
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float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
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fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
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#endif
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#else
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fogFactor = vertFogFactor;
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#endif
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return fogFactor;
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}
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float ComputeFogIntensity(float fogFactor)
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{
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float fogIntensity = 0.0;
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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#if defined(FOG_EXP)
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// factor = exp(-density*z)
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// fogFactor = density*z compute at vertex
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fogIntensity = saturate(exp2(-fogFactor));
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#elif defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// fogFactor = density*z compute at vertex
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fogIntensity = saturate(exp2(-fogFactor * fogFactor));
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#elif defined(FOG_LINEAR)
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fogIntensity = fogFactor;
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#endif
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#endif
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return fogIntensity;
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}
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half3 MixFogColor(half3 fragColor, half3 fogColor, half fogFactor)
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{
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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half fogIntensity = ComputeFogIntensity(fogFactor);
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fragColor = lerp(fogColor, fragColor, fogIntensity);
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#endif
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return fragColor;
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}
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float3 MixFogColor(float3 fragColor, float3 fogColor, float fogFactor)
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{
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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if (IsFogEnabled())
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{
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float fogIntensity = ComputeFogIntensity(fogFactor);
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fragColor = lerp(fogColor, fragColor, fogIntensity);
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}
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#endif
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return fragColor;
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}
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half3 MixFog(half3 fragColor, half fogFactor)
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{
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return MixFogColor(fragColor, unity_FogColor.rgb, fogFactor);
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}
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float3 MixFog(float3 fragColor, float fogFactor)
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{
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return MixFogColor(fragColor, unity_FogColor.rgb, fogFactor);
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}
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// Linear depth buffer value between [0, 1] or [1, 0] to eye depth value between [near, far]
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half LinearDepthToEyeDepth(half rawDepth)
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{
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#if UNITY_REVERSED_Z
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return half(_ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth);
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#else
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return half(_ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth);
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#endif
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}
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float LinearDepthToEyeDepth(float rawDepth)
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{
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#if UNITY_REVERSED_Z
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return _ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
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#else
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return _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
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#endif
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}
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void TransformScreenUV(inout float2 uv, float screenHeight)
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{
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#if UNITY_UV_STARTS_AT_TOP
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uv.y = screenHeight - (uv.y * _ScaleBiasRt.x + _ScaleBiasRt.y * screenHeight);
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#endif
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}
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void TransformScreenUV(inout float2 uv)
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{
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#if UNITY_UV_STARTS_AT_TOP
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TransformScreenUV(uv, GetScaledScreenParams().y);
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#endif
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}
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void TransformNormalizedScreenUV(inout float2 uv)
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{
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#if UNITY_UV_STARTS_AT_TOP
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TransformScreenUV(uv, 1.0);
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#endif
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}
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float2 GetNormalizedScreenSpaceUV(float2 positionCS)
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{
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float2 normalizedScreenSpaceUV = positionCS.xy * rcp(GetScaledScreenParams().xy);
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TransformNormalizedScreenUV(normalizedScreenSpaceUV);
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return normalizedScreenSpaceUV;
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}
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float2 GetNormalizedScreenSpaceUV(float4 positionCS)
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{
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return GetNormalizedScreenSpaceUV(positionCS.xy);
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}
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#if defined(UNITY_SINGLE_PASS_STEREO)
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float2 TransformStereoScreenSpaceTex(float2 uv, float w)
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{
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// TODO: RVS support can be added here, if Universal decides to support it
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float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
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return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
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}
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float2 UnityStereoTransformScreenSpaceTex(float2 uv)
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{
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return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
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}
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#else
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#define UnityStereoTransformScreenSpaceTex(uv) uv
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#endif // defined(UNITY_SINGLE_PASS_STEREO)
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#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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