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 UNIVERSAL_PIPELINE_CORE_INCLUDED
#define UNIVERSAL_PIPELINE_CORE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#if !defined(SHADER_HINT_NICE_QUALITY)
#if defined(SHADER_API_MOBILE) || defined(SHADER_API_SWITCH)
#define SHADER_HINT_NICE_QUALITY 0
#else
#define SHADER_HINT_NICE_QUALITY 1
#endif
#endif
// Shader Quality Tiers in Universal.
// SRP doesn't use Graphics Settings Quality Tiers.
// We should expose shader quality tiers in the pipeline asset.
// Meanwhile, it's forced to be:
// High Quality: Non-mobile platforms or shader explicit defined SHADER_HINT_NICE_QUALITY
// Medium: Mobile aside from GLES2
// Low: GLES2
#if SHADER_HINT_NICE_QUALITY
#define SHADER_QUALITY_HIGH
#elif defined(SHADER_API_GLES)
#define SHADER_QUALITY_LOW
#else
#define SHADER_QUALITY_MEDIUM
#endif
#ifndef BUMP_SCALE_NOT_SUPPORTED
#define BUMP_SCALE_NOT_SUPPORTED !SHADER_HINT_NICE_QUALITY
#endif
struct VertexPositionInputs
{
float3 positionWS; // World space position
float3 positionVS; // View space position
float4 positionCS; // Homogeneous clip space position
float4 positionNDC;// Homogeneous normalized device coordinates
};
struct VertexNormalInputs
{
real3 tangentWS;
real3 bitangentWS;
float3 normalWS;
};
VertexPositionInputs GetVertexPositionInputs(float3 positionOS)
{
VertexPositionInputs input;
input.positionWS = TransformObjectToWorld(positionOS);
input.positionVS = TransformWorldToView(input.positionWS);
input.positionCS = TransformWorldToHClip(input.positionWS);
float4 ndc = input.positionCS * 0.5f;
input.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
input.positionNDC.zw = input.positionCS.zw;
return input;
}
VertexNormalInputs GetVertexNormalInputs(float3 normalOS)
{
VertexNormalInputs tbn;
tbn.tangentWS = real3(1.0, 0.0, 0.0);
tbn.bitangentWS = real3(0.0, 1.0, 0.0);
tbn.normalWS = TransformObjectToWorldNormal(normalOS);
return tbn;
}
VertexNormalInputs GetVertexNormalInputs(float3 normalOS, float4 tangentOS)
{
VertexNormalInputs tbn;
// mikkts space compliant. only normalize when extracting normal at frag.
real sign = tangentOS.w * GetOddNegativeScale();
tbn.normalWS = TransformObjectToWorldNormal(normalOS);
tbn.tangentWS = TransformObjectToWorldDir(tangentOS.xyz);
tbn.bitangentWS = cross(tbn.normalWS, tbn.tangentWS) * sign;
return tbn;
}
#if UNITY_REVERSED_Z
#if SHADER_API_OPENGL || SHADER_API_GLES || SHADER_API_GLES3
//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
#else
//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
#endif
#elif UNITY_UV_STARTS_AT_TOP
//D3d without reversed z => z clip range is [0, far] -> nothing to do
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#else
//Opengl => z clip range is [-near, far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#endif
float3 GetCameraPositionWS()
{
return _WorldSpaceCameraPos;
}
float4 GetScaledScreenParams()
{
return _ScaledScreenParams;
}
void AlphaDiscard(real alpha, real cutoff, real offset = 0.0h)
{
#ifdef _ALPHATEST_ON
clip(alpha - cutoff + offset);
#endif
}
// A word on normalization of normals:
// For better quality normals should be normalized before and after
// interpolation.
// 1) In vertex, skinning or blend shapes might vary significantly the lenght of normal.
// 2) In fragment, because even outputting unit-length normals interpolation can make it non-unit.
// 3) In fragment when using normal map, because mikktspace sets up non orthonormal basis.
// However we will try to balance performance vs quality here as also let users configure that as
// shader quality tiers.
// Low Quality Tier: Normalize either per-vertex or per-pixel depending if normalmap is sampled.
// Medium Quality Tier: Always normalize per-vertex. Normalize per-pixel only if using normal map
// High Quality Tier: Normalize in both vertex and pixel shaders.
real3 NormalizeNormalPerVertex(real3 normalWS)
{
#if defined(SHADER_QUALITY_LOW) && defined(_NORMALMAP)
return normalWS;
#else
return normalize(normalWS);
#endif
}
real3 NormalizeNormalPerPixel(real3 normalWS)
{
#if defined(SHADER_QUALITY_HIGH) || defined(_NORMALMAP)
return normalize(normalWS);
#else
return normalWS;
#endif
}
// TODO: A similar function should be already available in SRP lib on master. Use that instead
float4 ComputeScreenPos(float4 positionCS)
{
float4 o = positionCS * 0.5f;
o.xy = float2(o.x, o.y * _ProjectionParams.x) + o.w;
o.zw = positionCS.zw;
return o;
}
real ComputeFogFactor(float z)
{
float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z);
#if defined(FOG_LINEAR)
// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w);
return real(fogFactor);
#elif defined(FOG_EXP) || defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
// -density * z computed at vertex
return real(unity_FogParams.x * clipZ_01);
#else
return 0.0h;
#endif
}
half3 MixFogColor(real3 fragColor, real3 fogColor, real fogFactor)
{
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#if defined(FOG_EXP)
// factor = exp(-density*z)
// fogFactor = density*z compute at vertex
fogFactor = saturate(exp2(-fogFactor));
#elif defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
// fogFactor = density*z compute at vertex
fogFactor = saturate(exp2(-fogFactor*fogFactor));
#endif
fragColor = lerp(fogColor, fragColor, fogFactor);
#endif
return fragColor;
}
half3 MixFog(real3 fragColor, real fogFactor)
{
return MixFogColor(fragColor, unity_FogColor.rgb, fogFactor);
}
// Stereo-related bits
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
// Only single-pass stereo instancing uses array indexing
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define SLICE_ARRAY_INDEX unity_StereoEyeIndex
#else
#define SLICE_ARRAY_INDEX 0
#endif
#define TEXTURE2D_X TEXTURE2D_ARRAY
#define TEXTURE2D_X_PARAM TEXTURE2D_ARRAY_PARAM
#define TEXTURE2D_X_ARGS TEXTURE2D_ARRAY_ARGS
#define TEXTURE2D_X_HALF TEXTURE2D_ARRAY_HALF
#define TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT
#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, SLICE_ARRAY_INDEX)
#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod)
#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod)
#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#else
#define SLICE_ARRAY_INDEX 0
#define TEXTURE2D_X TEXTURE2D
#define TEXTURE2D_X_PARAM TEXTURE2D_PARAM
#define TEXTURE2D_X_ARGS TEXTURE2D_ARGS
#define TEXTURE2D_X_HALF TEXTURE2D_HALF
#define TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT
#define LOAD_TEXTURE2D_X LOAD_TEXTURE2D
#define LOAD_TEXTURE2D_X_LOD LOAD_TEXTURE2D_LOD
#define SAMPLE_TEXTURE2D_X SAMPLE_TEXTURE2D
#define SAMPLE_TEXTURE2D_X_LOD SAMPLE_TEXTURE2D_LOD
#define GATHER_TEXTURE2D_X GATHER_TEXTURE2D
#define GATHER_RED_TEXTURE2D_X GATHER_RED_TEXTURE2D
#define GATHER_GREEN_TEXTURE2D_X GATHER_GREEN_TEXTURE2D
#define GATHER_BLUE_TEXTURE2D_X GATHER_BLUE_TEXTURE2D
#endif
#if defined(UNITY_SINGLE_PASS_STEREO)
float2 TransformStereoScreenSpaceTex(float2 uv, float w)
{
// TODO: RVS support can be added here, if Universal decides to support it
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
}
float2 UnityStereoTransformScreenSpaceTex(float2 uv)
{
return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
}
#else
#define UnityStereoTransformScreenSpaceTex(uv) uv
#endif // defined(UNITY_SINGLE_PASS_STEREO)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
#endif