您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
248 行
7.1 KiB
248 行
7.1 KiB
#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
|
|
#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
|
|
|
|
float4x4 GetWorldToViewMatrix()
|
|
{
|
|
return UNITY_MATRIX_V;
|
|
}
|
|
|
|
float4x4 GetObjectToWorldMatrix()
|
|
{
|
|
return UNITY_MATRIX_M;
|
|
}
|
|
|
|
float4x4 GetWorldToObjectMatrix()
|
|
{
|
|
return UNITY_MATRIX_I_M;
|
|
}
|
|
|
|
// Transform to homogenous clip space
|
|
float4x4 GetViewToHClipMatrix()
|
|
{
|
|
return UNITY_MATRIX_P;
|
|
}
|
|
|
|
float4x4 GetWorldToHClipMatrix()
|
|
{
|
|
return UNITY_MATRIX_VP;
|
|
}
|
|
|
|
float GetOddNegativeScale()
|
|
{
|
|
return unity_WorldTransformParams.w;
|
|
}
|
|
|
|
float3 TransformWorldToView(float3 positionWS)
|
|
{
|
|
return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
|
|
}
|
|
|
|
float3 TransformObjectToWorld(float3 positionOS)
|
|
{
|
|
return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
|
|
}
|
|
|
|
float3 TransformWorldToObject(float3 positionWS)
|
|
{
|
|
return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
|
|
}
|
|
|
|
float3 TransformObjectToWorldDir(float3 dirOS)
|
|
{
|
|
// Normalize to support uniform scaling
|
|
return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS));
|
|
}
|
|
|
|
float3 TransformWorldToViewDir(float3 dirWS)
|
|
{
|
|
return mul((float3x3)GetWorldToViewMatrix(), dirWS).xyz;
|
|
}
|
|
|
|
float3 TransformWorldToObjectDir(float3 dirWS)
|
|
{
|
|
// Normalize to support uniform scaling
|
|
return normalize(mul((float3x3)GetWorldToObjectMatrix(), dirWS));
|
|
}
|
|
|
|
// Transforms normal from object to world space
|
|
float3 TransformObjectToWorldNormal(float3 normalOS)
|
|
{
|
|
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
|
return UnityObjectToWorldDir(normalOS);
|
|
#else
|
|
// Normal need to be multiply by inverse transpose
|
|
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
|
|
return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
|
|
#endif
|
|
}
|
|
|
|
// Tranforms position from world space to homogenous space
|
|
float4 TransformWorldToHClip(float3 positionWS)
|
|
{
|
|
return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
|
|
}
|
|
|
|
// Tranforms vector from world space to homogenous space
|
|
float3 TransformWorldToHClipDir(float3 directionWS)
|
|
{
|
|
return mul((float3x3)GetWorldToHClipMatrix(), directionWS);
|
|
}
|
|
|
|
// Tranforms position from view space to homogenous space
|
|
float4 TransformWViewToHClip(float3 positionVS)
|
|
{
|
|
return mul(GetViewToHClipMatrix(), float4(positionVS, 1.0));
|
|
}
|
|
|
|
// Tranforms vector from world space to homogenous space
|
|
float3 TransformViewToHClipDir(float3 directionVS)
|
|
{
|
|
return mul((float3x3)GetViewToHClipMatrix(), directionVS);
|
|
}
|
|
|
|
// This function always return the absolute position in WS either the CameraRelative mode is enabled or not
|
|
float3 GetAbsolutePositionWS(float3 positionWS)
|
|
{
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
positionWS += _WorldSpaceCameraPos;
|
|
#endif
|
|
return positionWS;
|
|
}
|
|
|
|
// This function always return the camera relative position in WS either the CameraRelative mode is enabled or not
|
|
float3 GetCameraRelativePositionWS(float3 positionWS)
|
|
{
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
positionWS -= _WorldSpaceCameraPos;
|
|
#endif
|
|
return positionWS;
|
|
}
|
|
|
|
float3 GetPrimaryCameraPosition()
|
|
{
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
return float3(0, 0, 0);
|
|
#else
|
|
return _WorldSpaceCameraPos;
|
|
#endif
|
|
}
|
|
|
|
// Could be e.g. the position of a primary camera or a shadow-casting light.
|
|
float3 GetCurrentViewPosition()
|
|
{
|
|
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
|
|
return GetPrimaryCameraPosition();
|
|
#else
|
|
// This is a generic solution.
|
|
// However, using '_WorldSpaceCameraPos' is better for cache locality,
|
|
// and in case we enable camera-relative rendering, we can statically set the position is 0.
|
|
return UNITY_MATRIX_I_V._14_24_34;
|
|
#endif
|
|
}
|
|
|
|
// Returns the forward (central) direction of the current view in the world space.
|
|
float3 GetViewForwardDir()
|
|
{
|
|
float4x4 viewMat = GetWorldToViewMatrix();
|
|
return -viewMat[2].xyz;
|
|
}
|
|
|
|
// Returns 'true' if the current view performs a perspective projection.
|
|
bool IsPerspectiveProjection()
|
|
{
|
|
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
|
|
return (unity_OrthoParams.w == 0);
|
|
#else
|
|
// This is a generic solution.
|
|
// However, using 'unity_OrthoParams' is better for cache locality.
|
|
// TODO: set 'unity_OrthoParams' during the shadow pass.
|
|
return UNITY_MATRIX_P[3][3] == 0;
|
|
#endif
|
|
}
|
|
|
|
// Computes the world space view direction (pointing towards the viewer).
|
|
float3 GetWorldSpaceViewDir(float3 positionWS)
|
|
{
|
|
if (IsPerspectiveProjection())
|
|
{
|
|
// Perspective
|
|
return GetCurrentViewPosition() - positionWS;
|
|
}
|
|
else
|
|
{
|
|
// Orthographic
|
|
return -GetViewForwardDir();
|
|
}
|
|
}
|
|
|
|
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
|
|
{
|
|
return normalize(GetWorldSpaceViewDir(positionWS));
|
|
}
|
|
|
|
float3x3 CreateWorldToTangent(float3 normal, float3 tangent, float flipSign)
|
|
{
|
|
// For odd-negative scale transforms we need to flip the sign
|
|
float sgn = flipSign * GetOddNegativeScale();
|
|
float3 bitangent = cross(normal, tangent) * sgn;
|
|
|
|
return float3x3(tangent, bitangent, normal);
|
|
}
|
|
|
|
float3 TransformTangentToWorld(float3 dirTS, float3x3 worldToTangent)
|
|
{
|
|
// Use transpose transformation to go from tangent to world as the matrix is orthogonal
|
|
return mul(dirTS, worldToTangent);
|
|
}
|
|
|
|
float3 TransformWorldToTangent(float3 dirWS, float3x3 worldToTangent)
|
|
{
|
|
return mul(worldToTangent, dirWS);
|
|
}
|
|
|
|
float3 TransformTangentToObject(float3 dirTS, float3x3 worldToTangent)
|
|
{
|
|
// Use transpose transformation to go from tangent to world as the matrix is orthogonal
|
|
float3 normalWS = mul(dirTS, worldToTangent);
|
|
return mul((float3x3)GetWorldToObjectMatrix(), normalWS);
|
|
}
|
|
|
|
float3 TransformObjectToTangent(float3 dirOS, float3x3 worldToTangent)
|
|
{
|
|
return mul(worldToTangent, TransformObjectToWorldDir(dirOS));
|
|
}
|
|
|
|
// UNITY_MATRIX_V defines a right-handed view space with the Z axis pointing towards the viewer.
|
|
// This function reverses the direction of the Z axis (so that it points forward),
|
|
// making the view space coordinate system left-handed.
|
|
void GetLeftHandedViewSpaceMatrices(out float4x4 viewMatrix, out float4x4 projMatrix)
|
|
{
|
|
viewMatrix = UNITY_MATRIX_V;
|
|
viewMatrix._31_32_33_34 = -viewMatrix._31_32_33_34;
|
|
|
|
projMatrix = UNITY_MATRIX_P;
|
|
projMatrix._13_23_33_43 = -projMatrix._13_23_33_43;
|
|
}
|
|
|
|
// This method should be used for rendering any full screen quad that uses an auto-scaling Render Targets (see RTHandle/HDCamera)
|
|
// It will account for the fact that the textures it samples are not necesarry using the full space of the render texture but only a partial viewport.
|
|
float2 GetNormalizedFullScreenTriangleTexCoord(uint vertexID)
|
|
{
|
|
return GetFullScreenTriangleTexCoord(vertexID) * _ScreenToTargetScale.xy;
|
|
}
|
|
|
|
// The size of the render target can be larger than the size of the viewport.
|
|
// This function returns the fraction of the render target covered by the viewport:
|
|
// ViewportScale = ViewportResolution / RenderTargetResolution.
|
|
// Do not assume that their size is the same, or that sampling outside of the viewport returns 0.
|
|
float2 GetViewportScaleCurrentFrame()
|
|
{
|
|
return _ScreenToTargetScale.xy;
|
|
}
|
|
|
|
float2 GetViewportScalePreviousFrame()
|
|
{
|
|
return _ScreenToTargetScale.zw;
|
|
}
|
|
|
|
#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
|