CBUFFER_START(UnityPerCamera)
// Time (t = time since current level load) values from Unity
float4 _Time; // (t/20, t, t*2, t*3)
float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt
// Time (t = time since current level load) values from Unity
float4 _Time; // (t/20, t, t*2, t*3)
float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt
#ifndef UNITY_SINGLE_PASS_STEREO
float3 _WorldSpaceCameraPos;
#if !defined(USING_STEREO_MATRICES)
float3 _WorldSpaceCameraPos;
// x = 1 or -1 (-1 if projection is flipped)
// y = near plane
// z = far plane
// w = 1/far plane
float4 _ProjectionParams;
// x = 1 or -1 (-1 if projection is flipped)
// y = near plane
// z = far plane
// w = 1/far plane
float4 _ProjectionParams;
// x = width
// y = height
// z = 1 + 1.0/width
// w = 1 + 1.0/height
float4 _ScreenParams;
// x = width
// y = height
// z = 1 + 1.0/width
// w = 1 + 1.0/height
float4 _ScreenParams;
// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
// x = 1-far/near
// y = far/near
// z = x/far
// w = y/far
float4 _ZBufferParams;
// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
// x = 1-far/near
// y = far/near
// z = x/far
// w = y/far
float4 _ZBufferParams;
// x = orthographic camera's width
// y = orthographic camera's height
// z = unused
// w = 1.0 if camera is ortho, 0.0 if perspective
float4 unity_OrthoParams;
// x = orthographic camera's width
// y = orthographic camera's height
// z = unused
// w = 1.0 if camera is ortho, 0.0 if perspective
float4 unity_OrthoParams;
float4 unity_CameraWorldClipPlanes[6];
float4 unity_CameraWorldClipPlanes[6];
// Projection matrices of the camera. Note that this might be different from projection matrix
// that is set right now, e.g. while rendering shadows the matrices below are still the projection
// of original camera.
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
#ifndef UNITY_SINGLE_PASS_STEREO
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#if !defined(USING_STEREO_MATRICES)
// Projection matrices of the camera. Note that this might be different from projection matrix
// that is set right now, e.g. while rendering shadows the matrices below are still the projection
// of original camera.
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#endif
CBUFFER_END
#ifndef UNITY_SINGLE_PASS_STEREO
float4x4 glstate_matrix_mvp;
#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
float4x4 glstate_matrix_mvp;
float4x4 glstate_matrix_modelview0;
float4x4 glstate_matrix_invtrans_modelview0;
// Use center position for stereo rendering
float4x4 glstate_matrix_modelview0;
float4x4 glstate_matrix_invtrans_modelview0;
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;
float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;
float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
#ifdef UNITY_SINGLE_PASS_STEREO
CBUFFER_START(UnityPerEye)
float3 _WorldSpaceCameraPos;
float4x4 glstate_matrix_projection;
#if defined(USING_STEREO_MATRICES)
CBUFFER_START(UnityStereoGlobals)
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixV[2];
float4x4 unity_StereoMatrixInvV[2];
float4x4 unity_StereoMatrixVP[2];
float4x4 unity_MatrixV;
float4x4 unity_MatrixVP;
float4x4 unity_StereoCameraProjection[2];
float4x4 unity_StereoCameraInvProjection[2];
float4x4 unity_StereoWorldToCamera[2];
float4x4 unity_StereoCameraToWorld[2];
float3 unity_StereoWorldSpaceCameraPos[2];
float4 unity_StereoScaleOffset[2];
CBUFFER_END
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#ifdef UNITY_SUPPORT_MULTIVIEW
#define unity_StereoEyeIndex UNITY_VIEWID
UNITY_DECLARE_MULTIVIEW(2);
#else
CBUFFER_START(UnityStereoEyeIndex)
int unity_StereoEyeIndex;
#endif
float4x4 glstate_matrix_transpose_modelview0;
#ifdef UNITY_SINGLE_PASS_STEREO
float4x4 glstate_matrix_mvp;
#endif
float4x4 glstate_matrix_transpose_modelview0;
CBUFFER_END
#ifndef UNITY_SINGLE_PASS_STEREO
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixV;
float4x4 unity_MatrixVP;
float4 glstate_lightmodel_ambient;
float4 unity_AmbientSky;
float4 unity_AmbientEquator;
float4 unity_AmbientGround;
float4 unity_IndirectSpecColor;
#if !defined(USING_STEREO_MATRICES)
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixV;
float4x4 unity_MatrixInvV;
float4x4 unity_MatrixVP;
int unity_StereoEyeIndex;
float4 glstate_lightmodel_ambient;
float4 unity_AmbientSky;
float4 unity_AmbientEquator;
float4 unity_AmbientGround;
float4 unity_IndirectSpecColor;
float4 unity_ShadowColor;
CBUFFER_END
// ----------------------------------------------------------------------------
// TODO: move this to constant buffer by Pass
float4x4 _InvViewProjMatrix;
float4x4 _ViewProjMatrix; // Looks like using UNITY_MATRIX_VP in pixel shader doesn't work ??? need to setup my own...
return unity_MatrixV;
return UNITY_MATRIX_V;
}
float4x4 GetObjectToWorldMatrix()
// Transform to homogenous clip space
float4x4 GetWorldToHClipMatrix()
{
return unity_Matrix VP;
return UNITY_MATRIX_ VP;
}
// Transform from clip space to homogenous world space
return unity_WorldTransformParams.w;
}
float4x4 GetObjectToWorldViewMatrix()
{
return glstate_matrix_modelview0;
}
float3 TransformWorldToView(float3 positionWS)
{
return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
float3 TransformWorldToObject(float3 positionWS)
{
return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
}
float3 TransformObjectToView(float3 positionOS)
{
return mul(GetObjectToWorldViewMatrix(), float4(positionOS, 1.0)).xyz;
}
float3 TransformObjectToWorldDir(float3 dirOS)