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