Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/ParticlesInstancing.hlsl

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2024-05-06 14:45:45 -04:00
#ifndef UNIVERSAL_PARTICLESINSTANCING_INCLUDED
#define UNIVERSAL_PARTICLESINSTANCING_INCLUDED
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(SHADER_TARGET_SURFACE_ANALYSIS)
#define UNITY_PARTICLE_INSTANCING_ENABLED
#endif
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
#ifndef UNITY_PARTICLE_INSTANCE_DATA
#define UNITY_PARTICLE_INSTANCE_DATA DefaultParticleInstanceData
#endif
struct DefaultParticleInstanceData
{
float3x4 transform;
uint color;
float animFrame;
};
StructuredBuffer<UNITY_PARTICLE_INSTANCE_DATA> unity_ParticleInstanceData;
float4 unity_ParticleUVShiftData;
half unity_ParticleUseMeshColors;
void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject)
{
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
// transform matrix
objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f);
objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f);
objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f);
objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f);
// inverse transform matrix (TODO: replace with a library implementation if/when available)
float3x3 worldToObject3x3;
worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]);
worldToObject3x3 = transpose(worldToObject3x3);
worldToObject3x3 *= rcp(det);
float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34);
worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f);
worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f);
worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f);
worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f);
}
void ParticleInstancingSetup()
{
ParticleInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject);
}
#else
void ParticleInstancingSetup() {}
#endif
#endif // UNIVERSAL_PARTICLESINSTANCING_INCLUDED