Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/Input.hlsl
2024-05-06 11:45:45 -07:00

172 lines
5.9 KiB
HLSL

#ifndef UNIVERSAL_INPUT_INCLUDED
#define UNIVERSAL_INPUT_INCLUDED
#define MAX_VISIBLE_LIGHTS_UBO 32
#define MAX_VISIBLE_LIGHTS_SSBO 256
// Keep in sync with RenderingUtils.useStructuredBuffer
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
#define RENDERING_LIGHT_LAYERS_MASK (255)
#define RENDERING_LIGHT_LAYERS_MASK_SHIFT (0)
#define DEFAULT_LIGHT_LAYERS (RENDERING_LIGHT_LAYERS_MASK >> RENDERING_LIGHT_LAYERS_MASK_SHIFT)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
// Must match: UniversalRenderPipeline.maxVisibleAdditionalLights
#if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES30))
#define MAX_VISIBLE_LIGHTS 16
#elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround because SHADER_API_GLCORE is also defined when SHADER_API_SWITCH is
#define MAX_VISIBLE_LIGHTS 32
#else
#define MAX_VISIBLE_LIGHTS 256
#endif
// Match with values in UniversalRenderPipeline.cs
#define MAX_ZBIN_VEC4S 1024
#define MAX_TILE_VEC4S 4096
#if MAX_VISIBLE_LIGHTS < 32
#define LIGHTS_PER_TILE 32
#else
#define LIGHTS_PER_TILE MAX_VISIBLE_LIGHTS
#endif
struct InputData
{
float3 positionWS;
float4 positionCS;
float3 normalWS;
half3 viewDirectionWS;
float4 shadowCoord;
half fogCoord;
half3 vertexLighting;
half3 bakedGI;
float2 normalizedScreenSpaceUV;
half4 shadowMask;
half3x3 tangentToWorld;
#if defined(DEBUG_DISPLAY)
half2 dynamicLightmapUV;
half2 staticLightmapUV;
float3 vertexSH;
half3 brdfDiffuse;
half3 brdfSpecular;
float2 uv;
uint mipCount;
// texelSize :
// x = 1 / width
// y = 1 / height
// z = width
// w = height
float4 texelSize;
// mipInfo :
// x = quality settings minStreamingMipLevel
// y = original mip count for texture
// z = desired on screen mip level
// w = loaded mip level
float4 mipInfo;
#endif
};
///////////////////////////////////////////////////////////////////////////////
// Constant Buffers //
///////////////////////////////////////////////////////////////////////////////
half4 _GlossyEnvironmentColor;
half4 _SubtractiveShadowColor;
half4 _GlossyEnvironmentCubeMap_HDR;
TEXTURECUBE(_GlossyEnvironmentCubeMap);
SAMPLER(sampler_GlossyEnvironmentCubeMap);
#define _InvCameraViewProj unity_MatrixInvVP
float4 _ScaledScreenParams;
float4 _MainLightPosition;
half4 _MainLightColor;
half4 _MainLightOcclusionProbes;
uint _MainLightLayerMask;
// xyz are currently unused
// w: directLightStrength
half4 _AmbientOcclusionParam;
half4 _AdditionalLightsCount;
#if USE_CLUSTERED_LIGHTING
// Directional lights would be in all clusters, so they don't go into the cluster structure.
// Instead, they are stored first in the light buffer.
uint _AdditionalLightsDirectionalCount;
// The number of Z-bins to skip based on near plane distance.
uint _AdditionalLightsZBinOffset;
// Scale from view-space Z to Z-bin.
float _AdditionalLightsZBinScale;
// Scale from screen-space UV [0, 1] to tile coordinates [0, tile resolution].
float2 _AdditionalLightsTileScale;
uint _AdditionalLightsTileCountX;
#endif
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
StructuredBuffer<LightData> _AdditionalLightsBuffer;
StructuredBuffer<int> _AdditionalLightsIndices;
#else
// GLES3 causes a performance regression in some devices when using CBUFFER.
#ifndef SHADER_API_GLES3
CBUFFER_START(AdditionalLights)
#endif
float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS]; // we want uint[] but Unity api does not support it.
#ifndef SHADER_API_GLES3
CBUFFER_END
#endif
#endif
#if USE_CLUSTERED_LIGHTING
CBUFFER_START(AdditionalLightsZBins)
float4 _AdditionalLightsZBins[MAX_ZBIN_VEC4S];
CBUFFER_END
CBUFFER_START(AdditionalLightsTiles)
float4 _AdditionalLightsTiles[MAX_TILE_VEC4S];
CBUFFER_END
#endif
#define UNITY_MATRIX_M unity_ObjectToWorld
#define UNITY_MATRIX_I_M unity_WorldToObject
#define UNITY_MATRIX_V unity_MatrixV
#define UNITY_MATRIX_I_V unity_MatrixInvV
#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
#define UNITY_MATRIX_I_P unity_MatrixInvP
#define UNITY_MATRIX_VP unity_MatrixVP
#define UNITY_MATRIX_I_VP unity_MatrixInvVP
#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
#define UNITY_PREV_MATRIX_M unity_MatrixPreviousM
#define UNITY_PREV_MATRIX_I_M unity_MatrixPreviousMI
// Note: #include order is important here.
// UnityInput.hlsl must be included before UnityInstancing.hlsl, so constant buffer
// declarations don't fail because of instancing macros.
// UniversalDOTSInstancing.hlsl must be included after UnityInstancing.hlsl
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
// VFX may also redefine UNITY_MATRIX_M / UNITY_MATRIX_I_M as static per-particle global matrices.
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.visualeffectgraph/Shaders/VFXMatricesOverride.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
#endif