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Move UnityStereoTransformScreenSpaceTex to Core.hlsl

/lwrp-xr-sssm-DrawProc
Robert Srinivasiah 6 年前
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fb3d45f6
共有 3 个文件被更改,包括 20 次插入21 次删除
  1. 20
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
  2. 18
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl
  3. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader

20
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl


ApplyFogColor(color, unity_FogColor.rgb, fogFactor);
}
// Stereo-related bits
#if defined(UNITY_SINGLE_PASS_STEREO)
float2 TransformStereoScreenSpaceTex(float2 uv, float w)
{
// TODO: RVS support can be added here, if LWRP 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)
#endif

18
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl


return M;
}
// Move these to Core.hlsl
#if defined(UNITY_SINGLE_PASS_STEREO)
float2 TransformStereoScreenSpaceTex(float2 uv, float w)
{
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
#endif // LIGHTWEIGHT_SHADER_VARIABLES_INCLUDED

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


float4 projPos = o.pos * 0.5;
projPos.xy = projPos.xy + projPos.w;
//o.texcoord.xy = i.texcoord;
o.texcoord.xy = UnityStereoTransformScreenSpaceTex(i.texcoord.xy);
o.texcoord.xy = UnityStereoTransformScreenSpaceTex(i.texcoord);
o.texcoord.zw = projPos.xy;
return o;

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