#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