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76 行
2.3 KiB
76 行
2.3 KiB
#ifndef __SHADERBASE_H__
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#define __SHADERBASE_H__
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half2 DirectionToSphericalTexCoordinate(half3 dir_in)
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{
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half3 dir = normalize(dir_in);
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// coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis.
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float recipPi = 1.0 / 3.1415926535897932384626433832795;
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return half2(1.0 - 0.5 * recipPi * atan2(dir.x, -dir.z), asin(dir.y) * recipPi + 0.5);
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}
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#ifdef UNITY_NO_CUBEMAP_ARRAY
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#define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEX2DARRAY
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#define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEX2DARRAY
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#define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEX2DARRAY
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#define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(DirectionToSphericalTexCoordinate((coord).xyz), (coord).w), lod)
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#else
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#define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEXCUBEARRAY
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#define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEXCUBEARRAY
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#define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEXCUBEARRAY
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#define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod)
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#endif
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// can't use UNITY_REVERSED_Z since it's not enabled in compute shaders
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#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
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#define REVERSE_ZBUF
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#endif
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#ifdef SHADER_API_PSSL
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#ifndef Texture2DMS
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#define Texture2DMS MS_Texture2D
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#endif
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#ifndef SampleCmpLevelZero
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#define SampleCmpLevelZero SampleCmpLOD0
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#endif
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#ifndef firstbithigh
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#define firstbithigh FirstSetBit_Hi
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#endif
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#endif
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#define __HLSL 1
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#define public
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#define unistruct cbuffer
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#define hbool bool
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#define _CB_REGSLOT(x) : register(x)
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#define _QALIGN(x) : packoffset(c0);
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float FetchDepth(Texture2D depthTexture, uint2 pixCoord)
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{
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float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0)).x;
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#ifdef REVERSE_ZBUF
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zdpth = 1.0 - zdpth;
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#endif
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return zdpth;
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}
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float FetchDepthMSAA(Texture2DMS<float> depthTexture, uint2 pixCoord, uint sampleIdx)
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{
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float zdpth = depthTexture.Load(pixCoord.xy, sampleIdx).x;
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#ifdef REVERSE_ZBUF
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zdpth = 1.0 - zdpth;
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#endif
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return zdpth;
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}
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#endif
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