// UNITY_SHADER_NO_UPGRADE #ifndef UNITY_SHADER_VARIABLES_INCLUDED #define UNITY_SHADER_VARIABLES_INCLUDED #include "ShaderConfig.cs.hlsl" // CAUTION: // 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. // 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. // This need to be fixed. #if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) #define USING_STEREO_MATRICES #endif #if defined(USING_STEREO_MATRICES) #define glstate_matrix_projection unity_StereoMatrixP[unity_StereoEyeIndex] #define unity_MatrixV unity_StereoMatrixV[unity_StereoEyeIndex] #define unity_MatrixInvV unity_StereoMatrixInvV[unity_StereoEyeIndex] #define unity_MatrixVP unity_StereoMatrixVP[unity_StereoEyeIndex] #define unity_CameraProjection unity_StereoCameraProjection[unity_StereoEyeIndex] #define unity_CameraInvProjection unity_StereoCameraInvProjection[unity_StereoEyeIndex] #define unity_WorldToCamera unity_StereoWorldToCamera[unity_StereoEyeIndex] #define unity_CameraToWorld unity_StereoCameraToWorld[unity_StereoEyeIndex] #define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex] #endif #define UNITY_LIGHTMODEL_AMBIENT (glstate_lightmodel_ambient * 2) // ---------------------------------------------------------------------------- CBUFFER_START(UnityPerCamera) // Time (t = time since current level load) values from Unity float4 _Time; // (t/20, t, t*2, t*3) float4 _LastTime; // Last frame 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 #if !defined(USING_STEREO_MATRICES) float3 _WorldSpaceCameraPos; #endif // 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 = camera.pixelWidth / RTHandle.maxWidth // y = camera.pixelHeight / RTHandle.maxHeight float4 _ScreenToTargetScale; // 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 // or in case of a reversed depth buffer (UNITY_REVERSED_Z is 1) // x = -1+far/near // y = 1 // z = x/far // w = 1/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; CBUFFER_END CBUFFER_START(UnityPerCameraRare) float4 unity_CameraWorldClipPlanes[6]; #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 // ---------------------------------------------------------------------------- CBUFFER_START(UnityPerDraw) 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 float4 unity_LightmapST; float4 unity_DynamicLightmapST; // SH lighting environment float4 unity_SHAr; float4 unity_SHAg; float4 unity_SHAb; float4 unity_SHBr; float4 unity_SHBg; float4 unity_SHBb; float4 unity_SHC; // x = Disabled(0)/Enabled(1) // y = Computation are done in global space(0) or local space(1) // z = Texel size on U texture coordinate float4 unity_ProbeVolumeParams; float4x4 unity_ProbeVolumeWorldToObject; float3 unity_ProbeVolumeSizeInv; float3 unity_ProbeVolumeMin; // This contain occlusion factor from 0 to 1 for dynamic objects (no SH here) float4 unity_ProbesOcclusion; // Velocity float4x4 unity_MatrixPreviousM; float4x4 unity_MatrixPreviousMI; //X : Use last frame positions (right now skinned meshes are the only objects that use this //Y : Force No Motion //Z : Z bias value float4 unity_MotionVectorsParams; CBUFFER_END #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_StereoCameraProjection[2]; float4x4 unity_StereoCameraInvProjection[2]; float4x4 unity_StereoWorldToCamera[2]; float4x4 unity_StereoCameraToWorld[2]; float3 unity_StereoWorldSpaceCameraPos[2]; float4 unity_StereoScaleOffset[2]; CBUFFER_END #endif #if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_MULTIVIEW_ENABLED) CBUFFER_START(UnityStereoEyeIndices) float4 unity_StereoEyeIndices[2]; CBUFFER_END #endif #if defined(UNITY_STEREO_MULTIVIEW_ENABLED) && defined(SHADER_STAGE_VERTEX) #define unity_StereoEyeIndex UNITY_VIEWID UNITY_DECLARE_MULTIVIEW(2); #elif defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) static uint unity_StereoEyeIndex; #elif defined(UNITY_SINGLE_PASS_STEREO) CBUFFER_START(UnityStereoEyeIndex) int unity_StereoEyeIndex; CBUFFER_END #endif CBUFFER_START(UnityPerDrawRare) float4x4 glstate_matrix_transpose_modelview0; CBUFFER_END // ---------------------------------------------------------------------------- CBUFFER_START(UnityPerFrame) 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; float4 unity_StereoScaleOffset; int unity_StereoEyeIndex; #endif float4 unity_ShadowColor; float2 _TaaFrameRotation; // {x = sin(_TaaFrameIndex * PI/2), y = cos(_TaaFrameIndex * PI/2), z = unused} uint _TaaFrameIndex; // [0, 7] // Volumetric lighting. float4 _AmbientProbeCoeffs[7]; // 3 bands of SH, packed, rescaled and convolved with the phase function float _GlobalFog_Asymmetry; float3 _GlobalFog_Scattering; float _GlobalFog_Extinction; float4 _VBufferResolution; // { w, h, 1/w, 1/h } float4 _VBufferScaleAndSliceCount; // { fracVisW, fracVisH, count, 1/count } float4 _VBufferDepthEncodingParams; // See the call site for description float4 _VBufferDepthDecodingParams; // See the call site for description CBUFFER_END // ---------------------------------------------------------------------------- // These are the samplers available in the HDRenderPipeline. // Avoid declaring extra samplers as they are 4x SGPR each on GCN. SAMPLER(s_point_clamp_sampler); SAMPLER(s_linear_clamp_sampler); SAMPLER(s_linear_repeat_sampler); SAMPLER(s_trilinear_clamp_sampler); // ---------------------------------------------------------------------------- TEXTURE2D(_MainDepthTexture); SAMPLER(sampler_MainDepthTexture); // Main lightmap TEXTURE2D(unity_Lightmap); SAMPLER(samplerunity_Lightmap); // Dual or directional lightmap (always used with unity_Lightmap, so can share sampler) TEXTURE2D(unity_LightmapInd); // Dynamic GI lightmap TEXTURE2D(unity_DynamicLightmap); SAMPLER(samplerunity_DynamicLightmap); TEXTURE2D(unity_DynamicDirectionality); // We can have shadowMask only if we have lightmap, so no sampler TEXTURE2D(unity_ShadowMask); // TODO: Change code here so probe volume use only one transform instead of all this parameters! TEXTURE3D(unity_ProbeVolumeSH); SAMPLER(samplerunity_ProbeVolumeSH); // ---------------------------------------------------------------------------- // TODO: all affine matrices should be 3x4. // TODO: sort these vars by the frequency of use (descending), and put commonly used vars together. // Note: please use UNITY_MATRIX_X macros instead of referencing matrix variables directly. CBUFFER_START(UnityPerPass) float4x4 _PrevViewProjMatrix; // non-jittered float4x4 _ViewProjMatrix; float4x4 _NonJitteredViewProjMatrix; float4x4 _ViewMatrix; float4x4 _ProjMatrix; float4x4 _InvViewProjMatrix; float4x4 _InvViewMatrix; float4x4 _InvProjMatrix; float4 _ViewParam; // .x = ViewMatrix determinant float4 _InvProjParam; float4 _ScreenSize; // {w, h, 1/w, 1/h} float4 _FrustumPlanes[6]; // {(a, b, c) = N, d = -dot(N, P)} [L, R, T, B, N, F] CBUFFER_END // Custom generated by HDRP, not from Unity Engine (passed in via HDCamera) #if defined(USING_STEREO_MATRICES) CBUFFER_START(UnityPerPassStereo) float4x4 _InvProjMatrixStereo[2]; float4x4 _InvViewProjMatrixStereo[2]; CBUFFER_END #endif // USING_STEREO_MATRICES float4x4 OptimizeProjectionMatrix(float4x4 M) { // Matrix format (x = non-constant value). // Orthographic Perspective Combined(OR) // | x 0 0 x | | x 0 x 0 | | x 0 x x | // | 0 x 0 x | | 0 x x 0 | | 0 x x x | // | x x x x | | x x x x | | x x x x | <- oblique projection row // | 0 0 0 1 | | 0 0 x 0 | | 0 0 x x | // Notice that some values are always 0. // We can avoid loading and doing math with constants. M._21_41 = 0; M._12_42 = 0; return M; } #ifdef USE_LEGACY_UNITY_MATRIX_VARIABLES #include "ShaderVariablesMatrixDefsLegacyUnity.hlsl" #else #include "ShaderVariablesMatrixDefsHDCamera.hlsl" #endif #include "CoreRP/ShaderLibrary/UnityInstancing.hlsl" #include "ShaderVariablesFunctions.hlsl" #endif // UNITY_SHADER_VARIABLES_INCLUDED