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223 行
6.4 KiB
223 行
6.4 KiB
#ifndef __DEFERREDLIGHTINGTEMPLATE_H__
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#define __DEFERREDLIGHTINGTEMPLATE_H__
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#include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#define CUBEMAPFACE_POSITIVE_X 0
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#define CUBEMAPFACE_NEGATIVE_X 1
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#define CUBEMAPFACE_POSITIVE_Y 2
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#define CUBEMAPFACE_NEGATIVE_Y 3
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#define CUBEMAPFACE_POSITIVE_Z 4
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#define CUBEMAPFACE_NEGATIVE_Z 5
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UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(0);
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UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(1);
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UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(2);
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UNITY_DECLARE_FRAMEBUFFER_INPUT_FLOAT(3);
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// from LightDefinitions.cs.hlsl
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#define SPOT_LIGHT (0)
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#define SPHERE_LIGHT (1)
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#define BOX_LIGHT (2)
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#define DIRECTIONAL_LIGHT (3)
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#if defined(SHADER_API_D3D11)
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# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
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#elif defined(SHADER_API_PSSL)
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# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
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#elif defined(SHADER_API_XBOXONE)
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# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
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# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
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#elif defined(SHADER_API_METAL)
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# include "CoreRP/ShaderLibrary/API/Metal.hlsl"
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#else
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# error unsupported shader api
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#endif
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#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
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#include "../../Fptl/Shadow.hlsl"
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraGBufferZ);
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// --------------------------------------------------------
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// Common lighting data calculation (direction, attenuation, ...)
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void OnChipDeferredFragSetup (
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inout unity_v2f_deferred i,
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out float2 outUV,
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out float4 outVPos,
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out float3 outWPos,
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float depth
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)
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{
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i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
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float2 uv = i.uv.xy / i.uv.w;
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depth = Linear01Depth (depth);
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float4 vpos = float4(i.ray * depth,1);
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float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
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outUV = uv;
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outVPos = vpos;
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outWPos = wpos;
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}
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int _LightIndexForShadowMatrixArray;
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int _useLegacyCookies;
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void OnChipDeferredCalculateLightParams (
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unity_v2f_deferred i,
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out float3 outWorldPos,
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out float2 outUV,
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out half3 outLightDir,
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out float outAtten,
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out float4 outCookieColor,
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float depth
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)
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{
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float4 vpos;
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float3 wpos;
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float2 uv;
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float4 colorCookie = float4(1, 1, 1, 1);
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ShadowContext shadowContext = InitShadowContext();
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OnChipDeferredFragSetup(i, uv, vpos, wpos, depth);
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// spot light case
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#if defined (SPOT)
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float3 tolight = _LightPos.xyz - wpos;
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half3 lightDir = normalize (tolight);
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float dist = length(tolight);
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float4 uvCookie = mul (unity_WorldToLight, float4(wpos,1));
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colorCookie = tex2Dlod (_LightTexture0, float4(uvCookie.xy / uvCookie.w, 0, 0));
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[branch]if (_useLegacyCookies) {
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colorCookie.xyz = 1;
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}
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float atten = colorCookie.w;
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atten *= uvCookie.w < 0;
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float att = dot(tolight, tolight) * _LightPos.w;
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atten *= tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL;
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if (_LightIndexForShadowMatrixArray >= 0)
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atten *= GetPunctualShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, float4(lightDir, dist));
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// directional light case
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#elif defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
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half3 lightDir = -_LightDir.xyz;
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float atten = 1.0;
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if (_LightIndexForShadowMatrixArray >= 0)
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atten *= GetDirectionalShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, 0.0.xxx);
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#if defined (DIRECTIONAL_COOKIE)
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colorCookie = tex2Dlod (_LightTexture0, float4(mul(unity_WorldToLight, half4(wpos,1)).xy, 0, 0));
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[branch]if (_useLegacyCookies) {
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colorCookie.xyz = 1;
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}
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atten *= colorCookie.w;
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#endif //DIRECTIONAL_COOKIE
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// point light case
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#elif defined (POINT) || defined (POINT_COOKIE)
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float3 tolight = wpos - _LightPos.xyz;
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float dist = length(tolight);
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half3 lightDir = -normalize (tolight);
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float att = dot(tolight, tolight) * _LightPos.w;
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float atten = tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL;
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if (_LightIndexForShadowMatrixArray >= 0)
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atten *= GetPunctualShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, float4(lightDir, dist));
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#if defined (POINT_COOKIE)
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colorCookie = texCUBElod(_LightTexture0, float4(mul(unity_WorldToLight, float4(wpos,1)).xyz, 0));
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[branch]if (_useLegacyCookies) {
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colorCookie.xyz = 1;
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}
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atten *= colorCookie.w;
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#endif //POINT_COOKIE
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#else
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half3 lightDir = 0;
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float atten = 0;
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#endif
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outWorldPos = wpos;
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outUV = uv;
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outLightDir = lightDir;
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outAtten = atten;
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outCookieColor = colorCookie;
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}
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half4 CalculateLight (unity_v2f_deferred i)
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{
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float3 wpos;
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float2 uv;
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float atten;
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float4 colorCookie = float4(1, 1, 1, 1);
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UnityLight light;
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UNITY_INITIALIZE_OUTPUT(UnityLight, light);
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float depth = UNITY_READ_FRAMEBUFFER_INPUT(3, i.pos);
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OnChipDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, colorCookie, depth);
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#if defined (POINT_COOKIE) || defined (DIRECTIONAL_COOKIE) || defined (SPOT)
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light.color = _LightColor.rgb * colorCookie.rgb * atten;
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#else
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light.color = _LightColor.rgb * atten;
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#endif
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half4 gbuffer0 = UNITY_READ_FRAMEBUFFER_INPUT(0, i.pos);
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half4 gbuffer1 = UNITY_READ_FRAMEBUFFER_INPUT(1, i.pos);
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half4 gbuffer2 = UNITY_READ_FRAMEBUFFER_INPUT(2, i.pos);
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UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
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float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos);
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half oneMinusReflectivity = 1 - SpecularStrength(data.specularColor.rgb);
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UnityIndirect ind;
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UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
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ind.diffuse = 0;
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ind.specular = 0;
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// UNITY_BRDF_PBS1 writes out alpha 1 to our emission alpha.
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half4 res = UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind);
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return res;
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}
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unity_v2f_deferred onchip_vert_deferred (float4 vertex : POSITION, float3 normal : NORMAL)
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{
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bool lightAsQuad = _LightAsQuad!=0.0;
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unity_v2f_deferred o;
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// scaling quad by two becuase built-in unity quad.fbx ranges from -0.5 to 0.5
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o.pos = lightAsQuad ? float4(2.0*vertex.xy, 0.5, 1.0) : UnityObjectToClipPos(vertex);
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o.uv = ComputeScreenPos(o.pos);
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// normal contains a ray pointing from the camera to one of near plane's
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// corners in camera space when we are drawing a full screen quad.
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// Otherwise, when rendering 3D shapes, use the ray calculated here.
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if (lightAsQuad){
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float2 rayXY = mul(unity_CameraInvProjection, float4(o.pos.x, _ProjectionParams.x*o.pos.y, -1, 1)).xy;
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o.ray = float3(rayXY, 1.0);
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}
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else
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{
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o.ray = UnityObjectToViewPos(vertex) * float3(-1,-1,1);
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}
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return o;
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}
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#endif
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