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114 行
3.1 KiB
114 行
3.1 KiB
#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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float4x4 GetWorldToViewMatrix()
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{
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return UNITY_MATRIX_V;
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}
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float4x4 GetObjectToWorldMatrix()
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{
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return UNITY_MATRIX_M;
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}
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float4x4 GetWorldToObjectMatrix()
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{
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return UNITY_MATRIX_I_M;
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}
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// Transform to homogenous clip space
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float4x4 GetWorldToHClipMatrix()
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{
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return UNITY_MATRIX_VP;
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}
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float GetOddNegativeScale()
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{
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return unity_WorldTransformParams.w;
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}
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float3 TransformWorldToView(float3 positionWS)
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{
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return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
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}
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float3 TransformObjectToWorld(float3 positionOS)
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{
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return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
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}
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float3 TransformWorldToObject(float3 positionWS)
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{
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return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
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}
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float3 TransformObjectToWorldDir(float3 dirOS)
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{
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// Normalize to support uniform scaling
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return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS));
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}
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float3 TransformWorldToObjectDir(float3 dirWS)
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{
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// Normalize to support uniform scaling
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return normalize(mul((float3x3)GetWorldToObjectMatrix(), dirWS));
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}
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// Transforms normal from object to world space
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float3 TransformObjectToWorldNormal(float3 normalOS)
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{
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#ifdef UNITY_ASSUME_UNIFORM_SCALING
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return UnityObjectToWorldDir(normalOS);
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#else
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// Normal need to be multiply by inverse transpose
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// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
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return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
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#endif
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}
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// Transforms position from object space to homogenous space
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float4 TransformObjectToHClip(float3 positionWS)
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{
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// More efficient than computing M*VP matrix product
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return mul(GetWorldToHClipMatrix(), mul(GetObjectToWorldMatrix(), float4(positionWS, 1.0)));
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}
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// Tranforms position from world space to homogenous space
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float4 TransformWorldToHClip(float3 positionWS)
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{
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return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
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}
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float3x3 CreateWorldToTangent(float3 normal, float3 tangent, float flipSign)
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{
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// For odd-negative scale transforms we need to flip the sign
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float sgn = flipSign * GetOddNegativeScale();
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float3 bitangent = cross(normal, tangent) * sgn;
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return float3x3(tangent, bitangent, normal);
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}
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float3 TransformTangentToWorld(float3 dirTS, float3x3 worldToTangent)
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{
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// Use transpose transformation to go from tangent to world as the matrix is orthogonal
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return mul(dirTS, worldToTangent);
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}
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float3 TransformWorldToTangent(float3 dirWS, float3x3 worldToTangent)
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{
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return mul(worldToTangent, dirWS);
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}
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float3 TransformTangentToObject(float3 dirTS, float3x3 worldToTangent)
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{
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// Use transpose transformation to go from tangent to world as the matrix is orthogonal
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float3 normalWS = mul(dirTS, worldToTangent);
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return mul((float3x3)GetWorldToObjectMatrix(), normalWS);
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}
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float3 TransformObjectToTangent(float3 dirOS, float3x3 worldToTangent)
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{
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return mul(worldToTangent, TransformObjectToWorldDir(dirOS));
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}
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#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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