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
 
 
 
 

334 行
12 KiB

// 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)
// ----------------------------------------------------------------------------
/*
*****************************************************
* *
* UnityPerCamera has been deprecated. Do NOT use! *
* Refer to UnityPerFrame and UnityPerView instead. *
* *
*****************************************************
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;
// Time (t = time since current level load) values from Unity.
float4 _CurrentTime; // { t/20, t, t*2, t*3 }
float4 _PreviousTime; // { t/20, t, t*2, t*3 }
float4 _DeltaTime; // { dt, 1/dt, smoothdt, 1/smoothdt }
float4 _SinCurrentTime; // { sin(t/8), sin(t/4), sin(t/2), sin(t) }
float4 _CosCurrentTime; // { cos(t/8), cos(t/4), cos(t/2), cos(t) }
// Volumetric lighting.
float4 _AmbientProbeCoeffs[7]; // 3 bands of SH, packed, rescaled and convolved with the phase function
float _GlobalAsymmetry;
float3 _GlobalScattering;
float _GlobalExtinction;
float4 _VBufferResolution; // { w, h, 1/w, 1/h }
float4 _VBufferSliceCount; // { count, 1/count, 0, 0 }
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.
// Note: please use UNITY_MATRIX_X macros instead of referencing matrix variables directly.
CBUFFER_START(UnityPerView)
float4x4 _ViewMatrix;
float4x4 _InvViewMatrix;
float4x4 _ProjMatrix;
float4x4 _InvProjMatrix;
float4x4 _ViewProjMatrix;
float4x4 _InvViewProjMatrix;
float4x4 _NonJitteredViewProjMatrix;
float4x4 _PrevViewProjMatrix; // non-jittered
// TODO: sort the vars below by the frequency of use (descending), and put commonly used ones together.
// Note: a matrix is 4 * 4 * 4 = 64 bytes (1x cache line), so no need to sort those.
float3 _CameraPositionWS;
float _ViewParam; // determinant(_ViewMatrix)
float4 _ScreenSize; // { w, h, 1 / w, 1 / h }
float4 _ScreenToTargetScale; // { w / RTHandle.maxWidth, h / RTHandle.maxHeight, 0, 0 }
// 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 _DepthBufferParam;
float4 _InvProjParam;
// TAA Frame Index ranges from 0 to 7. This gives you two rotations per cycle.
float4 _TaaFrameRotation; // { sin(taaFrame * PI/2), cos(taaFrame * PI/2), 0, 0 }
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 _ViewMatrixStereo[2];
// Proj not needed...yet?
float4x4 _ViewProjMatrixStereo[2];
float4x4 _InvViewMatrixStereo[2];
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