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

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2024-05-06 14:45:45 -04:00
#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED
#define UNITY_GRAPHFUNCTIONS_LW_INCLUDED
#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv)
#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv)
#define SHADERGRAPH_BAKED_GI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) shadergraph_LWBakedGI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling)
#define SHADERGRAPH_REFLECTION_PROBE(viewDir, normalOS, lod) shadergraph_LWReflectionProbe(viewDir, normalOS, lod)
#define SHADERGRAPH_FOG(position, color, density) shadergraph_LWFog(position, color, density)
#define SHADERGRAPH_AMBIENT_SKY unity_AmbientSky
#define SHADERGRAPH_AMBIENT_EQUATOR unity_AmbientEquator
#define SHADERGRAPH_AMBIENT_GROUND unity_AmbientGround
#if defined(REQUIRE_DEPTH_TEXTURE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#if defined(REQUIRE_OPAQUE_TEXTURE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#endif
float shadergraph_LWSampleSceneDepth(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
return SampleSceneDepth(uv);
#else
return 0;
#endif
}
float3 shadergraph_LWSampleSceneColor(float2 uv)
{
#if defined(REQUIRE_OPAQUE_TEXTURE)
return SampleSceneColor(uv);
#else
return 0;
#endif
}
float3 shadergraph_LWBakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling)
{
#ifdef LIGHTMAP_ON
if (applyScaling)
{
uvStaticLightmap = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
uvDynamicLightmap = uvDynamicLightmap * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
#if defined(DYNAMICLIGHTMAP_ON)
return SampleLightmap(uvStaticLightmap, uvDynamicLightmap, normalWS);
#else
return SampleLightmap(uvStaticLightmap, normalWS);
#endif
#else
return SampleSH(normalWS);
#endif
}
float3 shadergraph_LWReflectionProbe(float3 viewDir, float3 normalOS, float lod)
{
float3 reflectVec = reflect(-viewDir, normalOS);
return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVec, lod), unity_SpecCube0_HDR);
}
void shadergraph_LWFog(float3 positionOS, out float4 color, out float density)
{
color = unity_FogColor;
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
float viewZ = -TransformWorldToView(TransformObjectToWorld(positionOS)).z;
float nearZ0ToFarZ = max(viewZ - _ProjectionParams.y, 0);
// ComputeFogFactorZ0ToFar returns the fog "occlusion" (0 for full fog and 1 for no fog) so this has to be inverted for density.
density = 1.0f - ComputeFogIntensity(ComputeFogFactorZ0ToFar(nearZ0ToFarZ));
#else
density = 0.0f;
#endif
}
// This function assumes the bitangent flip is encoded in tangentWS.w
float3x3 BuildTangentToWorld(float4 tangentWS, float3 normalWS)
{
// tangentWS must not be normalized (mikkts requirement)
// Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent
float3 unnormalizedNormalWS = normalWS;
float renormFactor = 1.0 / length(unnormalizedNormalWS);
// bitangent on the fly option in xnormal to reduce vertex shader outputs.
// this is the mikktspace transformation (must use unnormalized attributes)
float3x3 tangentToWorld = CreateTangentToWorld(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w > 0.0 ? 1.0 : -1.0);
// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
tangentToWorld[0] = tangentToWorld[0] * renormFactor;
tangentToWorld[1] = tangentToWorld[1] * renormFactor;
tangentToWorld[2] = tangentToWorld[2] * renormFactor; // normalizes the interpolated vertex normal
return tangentToWorld;
}
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED