#ifndef UNITY_COMMON_INCLUDED #define UNITY_COMMON_INCLUDED // Convention: // Unity is Y up - left handed // space at the end of the variable name // WS: world space // VS: view space // OS: object space // CS: Homogenous clip spaces // TS: tangent space // TXS: texture space // Example: NormalWS // normalized / unormalized vector // normalized direction are almost everywhere, we tag unormalized vector with un. // Example: unL for unormalized light vector // use capital letter for regular vector, vector are always pointing outward the current pixel position (ready for lighting equation) // capital letter mean the vector is normalize, unless we put un in front of it. // V: View vector (no eye vector) // L: Light vector // N: Normal vector // H: Half vector // Input/Outputs structs in PascalCase and prefixed by entry type // struct AttributesDefault // struct VaryingsDefault // use input/output as variable name when using these structures // Entry program name // VertDefault // FragDefault / FragForward / FragDeferred // constant floating number written as 1.0 (not 1, not 1.0f, not 1.0h) // uniform have _ as prefix + uppercase _LowercaseThenCamelCase // Structure definition that are share between C# and hlsl. // These structures need to be align on float4 to respectect various packing rules from sahder language. // This mean that these structure need to be padded. // Do not use "in", only "out" or "inout" as califier, not "inline" keyword either, useless. // The lighting code assume that 1 Unity unit (1uu) == 1 meters. This is very important regarding physically based light unit and inverse square attenuation // When declaring "out" argument of function, they are always last // headers from ShaderLibrary do not include "common.hlsl", this should be included in the .shader using it (or Material.hlsl) // Include language header #if defined(SHADER_API_D3D11) #include "API/D3D11.hlsl" #elif defined(SHADER_API_XBOXONE) #include "API/D3D11_1.hlsl" #else #error unsupported shader api #endif #include "API/Validate.hlsl" // ---------------------------------------------------------------------------- // Common intrinsic (general implementation of intrinsic available on some platform) // ---------------------------------------------------------------------------- #ifndef INTRINSIC_BITFIELD_EXTRACT // unsigned integer bit field extract implementation uint BitFieldExtract(uint data, uint size, uint offset) { return (data >> offset) & ((1u << size) - 1u); } #endif // INTRINSIC_BITFIELD_EXTRACT #ifndef INTRINSIC_CLAMP // TODO: should we force all clamp to be intrinsic by default ? // Some platform have one instruction clamp #define Clamp clamp #endif // INTRINSIC_CLAMP #ifndef INTRINSIC_MED3 float Med3(float a, float b, float c) { return Clamp(a, b, c); } #endif // INTRINSIC_MED3 #ifndef INTRINSIC_MINMAX3 float Min3(float a, float b, float c) { return min(min(a, b), c); } float2 Min3(float2 a, float2 b, float2 c) { return min(min(a, b), c); } float3 Min3(float3 a, float3 b, float3 c) { return min(min(a, b), c); } float4 Min3(float4 a, float4 b, float4 c) { return min(min(a, b), c); } float Max3(float a, float b, float c) { return max(max(a, b), c); } float2 Max3(float2 a, float2 b, float2 c) { return max(max(a, b), c); } float3 Max3(float3 a, float3 b, float3 c) { return max(max(a, b), c); } float4 Max3(float4 a, float4 b, float4 c) { return max(max(a, b), c); } #endif // INTRINSIC_MINMAX3 void Swap(inout float a, inout float b) { float t = a; a = b; b = t; } void Swap(inout float2 a, inout float2 b) { float2 t = a; a = b; b = t; } void Swap(inout float3 a, inout float3 b) { float3 t = a; a = b; b = t; } void Swap(inout float4 a, inout float4 b) { float4 t = a; a = b; b = t; } #ifndef INTRINSIC_CUBEMAP_FACE_ID // TODO: implement this. Is the reference implementation of cubemapID provide by AMD the reverse of our ? /* float CubemapFaceID(float3 dir) { float faceID; if (abs(dir.z) >= abs(dir.x) && abs(dir.z) >= abs(dir.y)) { faceID = (dir.z < 0.0) ? 5.0 : 4.0; } else if (abs(dir.y) >= abs(dir.x)) { faceID = (dir.y < 0.0) ? 3.0 : 2.0; } else { faceID = (dir.x < 0.0) ? 1.0 : 0.0; } return faceID; } */ #endif // INTRINSIC_CUBEMAP_FACE_ID #define CUBEMAPFACE_POSITIVE_X 0 #define CUBEMAPFACE_NEGATIVE_X 1 #define CUBEMAPFACE_POSITIVE_Y 2 #define CUBEMAPFACE_NEGATIVE_Y 3 #define CUBEMAPFACE_POSITIVE_Z 4 #define CUBEMAPFACE_NEGATIVE_Z 5 void GetCubeFaceID(float3 dir, out int faceIndex) { // TODO: Use faceID intrinsic on console float3 adir = abs(dir); // +Z -Z faceIndex = dir.z > 0.0f ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z; // +X -X if (adir.x > adir.y && adir.x > adir.z) { faceIndex = dir.x > 0.0 ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X; } // +Y -Y else if (adir.y > adir.x && adir.y > adir.z) { faceIndex = dir.y > 0.0 ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y; } } // ---------------------------------------------------------------------------- // Common math definition and fastmath function // ---------------------------------------------------------------------------- #define PI 3.14159265359 #define TWO_PI 6.28318530718 #define FOUR_PI 12.56637061436 #define INV_PI 0.31830988618 #define INV_TWO_PI 0.15915494309 #define INV_FOUR_PI 0.07957747155 #define HALF_PI 1.57079632679 #define INV_HALF_PI 0.636619772367 #define FLT_EPSILON 1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0 #define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number #define MERGE_NAME(X, Y) X##Y float DegToRad(float deg) { return deg * PI / 180.0; } float RadToDeg(float rad) { return rad * 180.0 / PI; } // Acos in 14 cycles. // Ref: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/ float FastACos(float inX) { float x = abs(inX); float res = (0.0468878 * x + -0.203471) * x + 1.570796; // p(x) res *= sqrt(1.0f - x); return (inX >= 0) ? res : PI - res; // Undo range reduction } // Same cost as Acos + 1 FR // Same error // input [-1, 1] and output [-PI/2, PI/2] float FastASin(float x) { return HALF_PI - FastACos(x); } // max absolute error 1.3x10^-3 // Eberly's odd polynomial degree 5 - respect bounds // 4 VGPR, 14 FR (10 FR, 1 QR), 2 scalar // input [0, infinity] and output [0, PI/2] float FastATanPos(float x) { float t0 = (x < 1.0) ? x : 1.0 / x; float t1 = t0 * t0; float poly = 0.0872929; poly = -0.301895 + poly * t1; poly = 1.0 + poly * t1; poly = poly * t0; return (x < 1.0) ? poly : HALF_PI - poly; } // 4 VGPR, 16 FR (12 FR, 1 QR), 2 scalar // input [-infinity, infinity] and output [-PI/2, PI/2] float FastATan(float x) { float t0 = FastATanPos(abs(x)); return (x < 0.0) ? -t0 : t0; } // Same smoothstep except it assume 0, 1 interval for x float smoothstep01(float x) { return x * x * (3.0 - (2.0 * x)); } const float3x3 k_identity3x3 = {1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0}; const float4x4 k_identity4x4 = {1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; // Using pow often result to a warning like this // "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" // PositivePow remove this warning when you know the value is positive and avoid inf/NAN. float PositivePow(float base, float power) { return pow(max(abs(base), float(FLT_EPSILON)), power); } float2 PositivePow(float2 base, float2 power) { return pow(max(abs(base), float2(FLT_EPSILON, FLT_EPSILON)), power); } float3 PositivePow(float3 base, float3 power) { return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); } float4 PositivePow(float4 base, float4 power) { return pow(max(abs(base), float4(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); } // ---------------------------------------------------------------------------- // World position reconstruction / transformation // ---------------------------------------------------------------------------- // Z buffer to linear 0..1 depth float Linear01Depth(float depth, float4 zBufferParam) { return 1.0 / (zBufferParam.x * depth + zBufferParam.y); } // Z buffer to linear depth float LinearEyeDepth(float depth, float4 zBufferParam) { return 1.0 / (zBufferParam.z * depth + zBufferParam.w); } struct PositionInputs { // Normalize screen position (offset by 0.5) float2 positionSS; // Unormalize screen position (offset by 0.5) uint2 unPositionSS; float depthRaw; // raw depth from depth buffer float depthVS; float4 positionCS; float3 positionWS; }; // This function is use to provide an easy way to sample into a screen texture, either from a pixel or a compute shaders. // This allow to easily share code. // If a compute shader call this function unPositionSS is an integer usually calculate like: uint2 unPositionSS = groupId.xy * BLOCK_SIZE + groupThreadId.xy // else it is current unormalized screen coordinate like return by SV_Position PositionInputs GetPositionInput(float2 unPositionSS, float2 invScreenSize) { PositionInputs posInput; ZERO_INITIALIZE(PositionInputs, posInput); posInput.positionSS = unPositionSS; #if SHADER_STAGE_COMPUTE // In case of compute shader an extra half offset is added to the screenPos to shift the integer position to pixel center. posInput.positionSS.xy += float2(0.5, 0.5); #endif posInput.positionSS *= invScreenSize; posInput.unPositionSS = uint2(unPositionSS); return posInput; } // From forward // depthRaw and depthVS come directly form .zw of SV_Position void UpdatePositionInput(float depthRaw, float depthVS, float3 positionWS, inout PositionInputs posInput) { posInput.depthRaw = depthRaw; posInput.depthVS = depthVS; // TODO: We revert for DX but maybe it is not the case of OGL ? Test the define ? posInput.positionCS = float4((posInput.positionSS - 0.5) * float2(2.0, -2.0), depthRaw, 1.0) * depthVS; // depthVS is SV_Position.w posInput.positionWS = positionWS; } // From deferred or compute shader // depth must be the depth from the raw depth buffer. This allow to handle all kind of depth automatically with the inverse view projection matrix. // For information. In Unity Depth is always in range 0..1 (even on OpenGL) but can be reversed. void UpdatePositionInput(float depth, float4x4 invViewProjectionMatrix, float4x4 ViewProjectionMatrix, inout PositionInputs posInput) { posInput.depthRaw = depth; // TODO: Do we need to flip Y axis here on OGL ? posInput.positionCS = float4(posInput.positionSS.xy * 2.0 - 1.0, depth, 1.0); float4 hpositionWS = mul(invViewProjectionMatrix, posInput.positionCS); posInput.positionWS = hpositionWS.xyz / hpositionWS.w; // The compiler should optimize this (less expensive than reconstruct depth VS from depth buffer) posInput.depthVS = mul(ViewProjectionMatrix, float4(posInput.positionWS, 1.0)).w; posInput.positionCS *= posInput.depthVS; } // depthOffsetVS is always in the direction of the view vector (V) void ApplyDepthOffsetPositionInput(float V, float depthOffsetVS, inout PositionInputs posInput) { posInput.depthVS += depthOffsetVS; // TODO: it is an approx, need a correct value where we use projection matrix to reproject the depth from VS posInput.depthRaw = posInput.positionCS.z / posInput.depthVS; // TODO: Do we need to flip Y axis here on OGL ? posInput.positionCS = float4(posInput.positionSS.xy * 2.0 - 1.0, posInput.depthRaw, 1.0) * posInput.depthVS; // Just add the offset along the view vector is sufficiant for world position posInput.positionWS += V * depthOffsetVS; } //----------------------------------------------------------------------------- // various helper //----------------------------------------------------------------------------- // NdotV should not be negative for visible pixels, but it can happen due to the // perspective projection and the normal mapping + decals. In that case, the normal // should be modified to become valid (i.e facing the camera) to avoid weird artifacts. // Note: certain applications (e.g. SpeedTree) make use of two-sided lighting. float GetShiftedNdotV(inout float3 N, float3 V, bool twoSided) { float NdotV = dot(N, V); float limit = 1e-4; if (!twoSided && NdotV < limit) { // We do not renormalize the normal because { abs(length(N) - 1.0) < limit }. N += (-NdotV + limit) * V; NdotV = limit; } return NdotV; } #endif // UNITY_COMMON_INCLUDED