Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Nature/SpeedTreeUtility.hlsl

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2024-05-06 14:45:45 -04:00
#ifndef UNIVERSAL_SPEEDTREE_UTILITY
#define UNIVERSAL_SPEEDTREE_UTILITY
uint2 ComputeFadeMaskSeed(float3 V, uint2 positionSS)
{
uint2 fadeMaskSeed;
// Is this a reasonable quality gate?
#if defined(SHADER_QUALITY_HIGH)
if (IsPerspectiveProjection())
{
// Start with the world-space direction V. It is independent from the orientation of the camera,
// and only depends on the position of the camera and the position of the fragment.
// Now, project and transform it into [-1, 1].
float2 pv = PackNormalOctQuadEncode(V);
// Rescale it to account for the resolution of the screen.
pv *= _ScreenParams.xy;
// The camera only sees a small portion of the sphere, limited by hFoV and vFoV.
// Therefore, we must rescale again (before quantization), roughly, by 1/tan(FoV/2).
pv *= UNITY_MATRIX_P._m00_m11;
// Truncate and quantize.
fadeMaskSeed = asuint((int2)pv);
}
else
#endif
{
// Can't use the view direction, it is the same across the entire screen.
fadeMaskSeed = positionSS;
}
return fadeMaskSeed;
}
#endif