Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#ifndef UNITY_SPACE_TRANSFORMS_INCLUDED
#define UNITY_SPACE_TRANSFORMS_INCLUDED
// Return the PreTranslated ObjectToWorld Matrix (i.e matrix with _WorldSpaceCameraPos apply to it if we use camera relative rendering)
float4x4 GetObjectToWorldMatrix()
{
return UNITY_MATRIX_M;
}
float4x4 GetWorldToObjectMatrix()
{
return UNITY_MATRIX_I_M;
}
float4x4 GetWorldToViewMatrix()
{
return UNITY_MATRIX_V;
}
// Transform to homogenous clip space
float4x4 GetWorldToHClipMatrix()
{
return UNITY_MATRIX_VP;
}
// Transform to homogenous clip space
float4x4 GetViewToHClipMatrix()
{
return UNITY_MATRIX_P;
}
// This function always return the absolute position in WS
float3 GetAbsolutePositionWS(float3 positionRWS)
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionRWS += _WorldSpaceCameraPos;
#endif
return positionRWS;
}
// This function return the camera relative position in WS
float3 GetCameraRelativePositionWS(float3 positionWS)
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionWS -= _WorldSpaceCameraPos;
#endif
return positionWS;
}
real GetOddNegativeScale()
{
return unity_WorldTransformParams.w;
}
float3 TransformObjectToWorld(float3 positionOS)
{
return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
}
float3 TransformWorldToObject(float3 positionWS)
{
return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
}
float3 TransformWorldToView(float3 positionWS)
{
return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
}
// Transforms position from object space to homogenous space
float4 TransformObjectToHClip(float3 positionOS)
{
// More efficient than computing M*VP matrix product
return mul(GetWorldToHClipMatrix(), mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)));
}
// Tranforms position from world space to homogenous space
float4 TransformWorldToHClip(float3 positionWS)
{
return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
}
// Tranforms position from view space to homogenous space
float4 TransformWViewToHClip(float3 positionVS)
{
return mul(GetViewToHClipMatrix(), float4(positionVS, 1.0));
}
real3 TransformObjectToWorldDir(real3 dirOS)
{
// Normalize to support uniform scaling
return normalize(mul((real3x3)GetObjectToWorldMatrix(), dirOS));
}
real3 TransformWorldToObjectDir(real3 dirWS)
{
// Normalize to support uniform scaling
return normalize(mul((real3x3)GetWorldToObjectMatrix(), dirWS));
}
real3 TransformWorldToViewDir(real3 dirWS)
{
return mul((real3x3)GetWorldToViewMatrix(), dirWS).xyz;
}
// Tranforms vector from world space to homogenous space
real3 TransformWorldToHClipDir(real3 directionWS)
{
return mul((real3x3)GetWorldToHClipMatrix(), directionWS);
}
// Transforms normal from object to world space
float3 TransformObjectToWorldNormal(float3 normalOS)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
return TransformObjectToWorldDir(normalOS);
#else
// Normal need to be multiply by inverse transpose
return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
#endif
}
real3x3 CreateTangentToWorld(real3 normal, real3 tangent, real flipSign)
{
// For odd-negative scale transforms we need to flip the sign
real sgn = flipSign * GetOddNegativeScale();
real3 bitangent = cross(normal, tangent) * sgn;
return real3x3(tangent, bitangent, normal);
}
real3 TransformTangentToWorld(real3 dirTS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
return mul(dirTS, tangentToWorld);
}
real3 TransformWorldToTangent(real3 dirWS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
// Use transpose transformation to go from "tangent to world" to "world to tangent" as the matrix is orthogonal
return mul(tangentToWorld, dirWS);
}
real3 TransformTangentToObject(real3 dirTS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
real3 normalWS = mul(dirTS, tangentToWorld);
return mul((real3x3)GetWorldToObjectMatrix(), normalWS);
}
real3 TransformObjectToTangent(real3 dirOS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
// Use transpose transformation to go from "tangent to world" to "world to tangent" as the matrix is orthogonal
return mul(tangentToWorld, TransformObjectToWorldDir(dirOS));
}
#endif