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285 行
9.4 KiB
285 行
9.4 KiB
// UNITY_SHADER_NO_UPGRADE
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#ifndef UNITY_SHADER_VARIABLES_INCLUDED
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#define UNITY_SHADER_VARIABLES_INCLUDED
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#include "ShaderConfig.cs.hlsl"
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// CAUTION:
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// Currently the shaders compiler always include regualr Unity shaderVariables, so I get a conflict here were UNITY_SHADER_VARIABLES_INCLUDED is already define, this need to be fixed.
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// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header.
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// This need to be fixed.
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#if defined (DIRECTIONAL_COOKIE) || defined (DIRECTIONAL)
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#define USING_DIRECTIONAL_LIGHT
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#endif
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#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define USING_STEREO_MATRICES
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#endif
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#if defined(USING_STEREO_MATRICES)
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#define glstate_matrix_projection unity_StereoMatrixP[unity_StereoEyeIndex]
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#define unity_MatrixV unity_StereoMatrixV[unity_StereoEyeIndex]
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#define unity_MatrixInvV unity_StereoMatrixInvV[unity_StereoEyeIndex]
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#define unity_MatrixVP unity_StereoMatrixVP[unity_StereoEyeIndex]
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#define unity_CameraProjection unity_StereoCameraProjection[unity_StereoEyeIndex]
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#define unity_CameraInvProjection unity_StereoCameraInvProjection[unity_StereoEyeIndex]
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#define unity_WorldToCamera unity_StereoWorldToCamera[unity_StereoEyeIndex]
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#define unity_CameraToWorld unity_StereoCameraToWorld[unity_StereoEyeIndex]
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#define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]
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#endif
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#define UNITY_LIGHTMODEL_AMBIENT (glstate_lightmodel_ambient * 2)
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// ----------------------------------------------------------------------------
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CBUFFER_START(UnityPerCamera)
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// Time (t = time since current level load) values from Unity
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float4 _Time; // (t/20, t, t*2, t*3)
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float4 _LastTime; // Last frame time (t/20, t, t*2, t*3)
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float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
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float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
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float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt
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float4 _TimeParameters;
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#if !defined(USING_STEREO_MATRICES)
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float3 _WorldSpaceCameraPos;
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#endif
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// x = 1 or -1 (-1 if projection is flipped)
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// y = near plane
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// z = far plane
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// w = 1/far plane
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float4 _ProjectionParams;
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// x = width
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// y = height
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// z = 1 + 1.0/width
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// w = 1 + 1.0/height
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float4 _ScreenParams;
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// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
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// x = 1-far/near
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// y = far/near
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// z = x/far
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// w = y/far
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// or in case of a reversed depth buffer (UNITY_REVERSED_Z is 1)
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// x = -1+far/near
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// y = 1
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// z = x/far
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// w = 1/far
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float4 _ZBufferParams;
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// x = orthographic camera's width
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// y = orthographic camera's height
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// z = unused
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// w = 1.0 if camera is ortho, 0.0 if perspective
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float4 unity_OrthoParams;
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CBUFFER_END
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CBUFFER_START(UnityPerCameraRare)
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float4 unity_CameraWorldClipPlanes[6];
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#if !defined(USING_STEREO_MATRICES)
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// Projection matrices of the camera. Note that this might be different from projection matrix
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// that is set right now, e.g. while rendering shadows the matrices below are still the projection
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// of original camera.
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float4x4 unity_CameraProjection;
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float4x4 unity_CameraInvProjection;
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float4x4 unity_WorldToCamera;
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float4x4 unity_CameraToWorld;
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#endif
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CBUFFER_END
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// ----------------------------------------------------------------------------
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CBUFFER_START(UnityPerDraw : register(b0))
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#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
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float4x4 glstate_matrix_mvp;
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float4x4 glstate_matrix_modelview0;
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float4x4 glstate_matrix_invtrans_modelview0;
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#endif
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float4x4 unity_ObjectToWorld;
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float4x4 unity_WorldToObject;
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float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
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float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
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float4 unity_LightmapST;
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float4 unity_DynamicLightmapST;
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// SH lighting environment
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float4 unity_SHAr;
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float4 unity_SHAg;
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float4 unity_SHAb;
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float4 unity_SHBr;
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float4 unity_SHBg;
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float4 unity_SHBb;
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float4 unity_SHC;
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// x = Disabled(0)/Enabled(1)
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// y = Computation are done in global space(0) or local space(1)
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// z = Texel size on U texture coordinate
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float4 unity_ProbeVolumeParams;
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float4x4 unity_ProbeVolumeWorldToObject;
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float3 unity_ProbeVolumeSizeInv;
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float3 unity_ProbeVolumeMin;
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// This contain occlusion factor from 0 to 1 for dynamic objects (no SH here)
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float4 unity_ProbesOcclusion;
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// HDR environment map decode instructions
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half4 unity_SpecCube0_HDR;
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CBUFFER_END
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#if defined(USING_STEREO_MATRICES)
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CBUFFER_START(UnityStereoGlobals)
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float4x4 unity_StereoMatrixP[2];
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float4x4 unity_StereoMatrixV[2];
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float4x4 unity_StereoMatrixInvV[2];
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float4x4 unity_StereoMatrixVP[2];
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float4x4 unity_StereoCameraProjection[2];
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float4x4 unity_StereoCameraInvProjection[2];
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float4x4 unity_StereoWorldToCamera[2];
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float4x4 unity_StereoCameraToWorld[2];
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float3 unity_StereoWorldSpaceCameraPos[2];
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float4 unity_StereoScaleOffset[2];
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CBUFFER_END
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#endif
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#if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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CBUFFER_START(UnityStereoEyeIndices)
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float4 unity_StereoEyeIndices[2];
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CBUFFER_END
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#endif
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#if defined(UNITY_STEREO_MULTIVIEW_ENABLED) && defined(SHADER_STAGE_VERTEX)
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#define unity_StereoEyeIndex UNITY_VIEWID
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UNITY_DECLARE_MULTIVIEW(2);
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#elif defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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static uint unity_StereoEyeIndex;
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#elif defined(UNITY_SINGLE_PASS_STEREO)
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CBUFFER_START(UnityStereoEyeIndex)
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int unity_StereoEyeIndex;
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CBUFFER_END
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#endif
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CBUFFER_START(UnityPerDrawRare)
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float4x4 glstate_matrix_transpose_modelview0;
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CBUFFER_END
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// ----------------------------------------------------------------------------
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CBUFFER_START(UnityPerFrame)
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float4 glstate_lightmodel_ambient;
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float4 unity_AmbientSky;
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float4 unity_AmbientEquator;
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float4 unity_AmbientGround;
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float4 unity_IndirectSpecColor;
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float4 unity_FogParams;
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half4 unity_FogColor;
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#if !defined(USING_STEREO_MATRICES)
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float4x4 glstate_matrix_projection;
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float4x4 unity_MatrixV;
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float4x4 unity_MatrixInvV;
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float4x4 unity_MatrixVP;
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float4 unity_StereoScaleOffset;
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int unity_StereoEyeIndex;
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#endif
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float3 unity_ShadowColor;
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uint _TaaFrameIndex; // [0, 7]
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CBUFFER_END
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// ----------------------------------------------------------------------------
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// These are the samplers available in the HDRenderPipeline.
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// Avoid declaring extra samplers as they are 4x SGPR each on GCN.
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SAMPLER(s_linear_clamp_sampler);
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SAMPLER(s_trilinear_clamp_sampler);
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// ----------------------------------------------------------------------------
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TEXTURE2D(_MainDepthTexture);
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SAMPLER(sampler_MainDepthTexture);
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// Main lightmap
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TEXTURE2D(unity_Lightmap);
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SAMPLER(samplerunity_Lightmap);
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// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler)
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TEXTURE2D(unity_LightmapInd);
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// Dynamic GI lightmap
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TEXTURE2D(unity_DynamicLightmap);
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SAMPLER(samplerunity_DynamicLightmap);
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TEXTURE2D(unity_DynamicDirectionality);
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// Default reflection probe
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TEXTURECUBE(unity_SpecCube0);
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SAMPLER(samplerunity_SpecCube0);
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// We can have shadowMask only if we have lightmap, so no sampler
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TEXTURE2D(unity_ShadowMask);
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// TODO: Change code here so probe volume use only one transform instead of all this parameters!
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TEXTURE3D(unity_ProbeVolumeSH);
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SAMPLER(samplerunity_ProbeVolumeSH);
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CBUFFER_START(UnityVelocityPass)
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float4x4 unity_MatrixNonJitteredVP;
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float4x4 unity_MatrixPreviousVP;
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float4x4 unity_MatrixPreviousM;
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float4x4 unity_MatrixPreviousMI;
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//X : Use last frame positions (right now skinned meshes are the only objects that use this
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//Y : Force No Motion
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//Z : Z bias value
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float4 unity_MotionVectorsParams;
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CBUFFER_END
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// ----------------------------------------------------------------------------
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// TODO: all affine matrices should be 3x4.
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// TODO: sort these vars by the frequency of use (descending), and put commonly used vars together.
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// Note: please use UNITY_MATRIX_X macros instead of referencing matrix variables directly.
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CBUFFER_START(UnityPerPass)
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float4x4 _PrevViewProjMatrix;
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float4x4 _ViewProjMatrix;
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float4x4 _NonJitteredViewProjMatrix;
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float4x4 _ViewMatrix;
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float4x4 _ProjMatrix;
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float4x4 _InvViewProjMatrix;
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float4x4 _InvViewMatrix;
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float4x4 _InvProjMatrix;
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float4 _InvProjParam;
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float4 _ScreenSize; // {w, h, 1/w, 1/h}
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float4 _FrustumPlanes[6]; // {(a, b, c) = N, d = -dot(N, P)} [L, R, T, B, N, F]
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CBUFFER_END
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float4x4 OptimizeProjectionMatrix(float4x4 M)
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{
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// Matrix format (x = non-constant value).
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// Orthographic Perspective Combined(OR)
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// | x 0 0 x | | x 0 x 0 | | x 0 x x |
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// | 0 x 0 x | | 0 x x 0 | | 0 x x x |
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// | x x x x | | x x x x | | x x x x | <- oblique projection row
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// | 0 0 0 1 | | 0 0 x 0 | | 0 0 x x |
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// Notice that some values are always 0.
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// We can avoid loading and doing math with constants.
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M._21_41 = 0;
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M._12_42 = 0;
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return M;
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}
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// For the shader graph node preview, we use the legacy unity matrices because they are pipeline agnostic.
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#include "ShaderVariablesMatrixDefsLegacyUnity.hlsl"
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#include "ShaderVariablesFunctions.hlsl"
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#endif // UNITY_SHADER_VARIABLES_INCLUDED
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