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
 
 
 
 

168 行
5.5 KiB

#ifndef UNITY_COMMON_INCLUDED
#define UNITY_COMMON_INCLUDED
// Convention:
// space at the end of the variable name
// WS: world space
// VS: view space
// OS: object space
// HS: Homogenous clip space
// CS: clips space
// Example: NormalWS
// normalized / unormalized vector
// normalized direction are almost everywhere, we tag unormalized vector with un.
// Example: unL for unormalized light vector
// use capital letter for regular vector, vector are always pointing outward the current pixel position (ready for lighting equation)
// capital letter mean the vector is normalize, unless we put un in front of it.
// V: View vector (no eye vector)
// L: Light vector
// N: Normal vector
// H: Half vector
// Input/Outputs structs in PascalCase and prefixed by entry type
// struct AttributesDefault
// struct VaryingsDefault
// use input/output as variable name when using these structures
// Entry program name
// VertDefault
// FragDefault / FragForward / FragDeferred
// constant floating number written as 1.0 (not 1, not 1.0f, not 1.0h)
// uniform have g_ as prefix (still lowercaseThenCamelCase)
// Structure definition that are share between C# and hlsl.
// These structures need to be align on float4 to respectect various packing rules from sahder language.
// This mean that these structure need to be padded.
// Do not use "in", only "out" or "inout" as califier, not "inline" keyword either, useless.
// The lighting code assume that 1 Unity unit (1uu) == 1 meters. This is very important regarding physically based light unit and inverse square attenuation
// When declaring "out" argument of function, they are always last
// Include language header
#if defined(SHADER_API_D3D11)
#include "API/D3D11.hlsl"
#elif defined(SHADER_API_XBOXONE)
#include "API/D3D11_1.hlsl"
#else
#error unsupported shader api
#endif
#include "API/Validate.hlsl"
// ----------------------------------------------------------------------------
// Common define allowing to include shared file between C# and hlsl
// ----------------------------------------------------------------------------
#define __HLSL 1
#define public
#define Vec2 float2
#define Vec3 float3
#define Vec4 float4
#define Mat44 float4x4
// ----------------------------------------------------------------------------
// Common math definition and fastmath function
// ----------------------------------------------------------------------------
#define PI 3.14159265359f
#define TWO_PI 6.28318530718f
#define FOUR_PI 12.56637061436f
#define INV_PI 0.31830988618f
#define INV_TWO_PI 0.15915494309f
#define INV_FOUR_PI 0.07957747155f
#define HALF_PI 1.57079632679f
#define INV_HALF_PI 0.636619772367f
#define MERGE_NAME(X, Y) X##Y
// Ref: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/
float FastACos(float inX)
{
float x = abs(inX);
float res = -0.156583 * x + HALF_PI;
res *= sqrt(1.0 - x);
return (inX >= 0) ? res : PI - res;
}
// Same cost as Acos + 1 FR
// Same error
// input [-1, 1] and output [-PI/2, PI/2]
float FastASin(float x)
{
return HALF_PI - FastACos(x);
}
// max absolute error 1.3x10^-3
// Eberly's odd polynomial degree 5 - respect bounds
// 4 VGPR, 14 FR (10 FR, 1 QR), 2 scalar
// input [0, infinity] and output [0, PI/2]
float FastATanPos(float x)
{
float t0 = (x < 1.0) ? x : 1.0 / x;
float t1 = t0 * t0;
float poly = 0.0872929;
poly = -0.301895 + poly * t1;
poly = 1.0 + poly * t1;
poly = poly * t0;
return (x < 1.0) ? poly : HALF_PI - poly;
}
// 4 VGPR, 16 FR (12 FR, 1 QR), 2 scalar
// input [-infinity, infinity] and output [-PI/2, PI/2]
float FastATan(float x)
{
float t0 = FastATanPos(abs(x));
return (x < 0.0f) ? -t0 : t0;
}
// ----------------------------------------------------------------------------
// World position reconstruction / transformation
// ----------------------------------------------------------------------------
struct Coordinate
{
// Normalize coordinates
float2 positionSS;
// Unormalize coordinates
int2 unPositionSS;
};
// This function is use to provide an easy way to sample into a screen texture, either from a pixel or a compute shaders.
// This allow to easily share code.
// If a compute shader call this function inPositionSS is an interger usually calculate like: uint2 inPositionSS = groupId.xy * BLOCK_SIZE + groupThreadId.xy
// else it is current unormalized screen coordinate like return by VPOS
Coordinate GetCoordinate(float2 inPositionSS, float2 invScreenSize)
{
Coordinate coord;
coord.positionSS = inPositionSS;
// TODO: How to detect automatically that we are a compute shader ?
#if SHADER_STAGE_COMPUTE
// In case of compute shader an extra half offset is added to the screenPos to shift the integer position to pixel center.
coord.positionSS.xy += float2(0.5, 0.5);
#endif
coord.positionSS *= invScreenSize;
coord.unPositionSS = int2(inPositionSS);
return coord;
}
// screenPos is screen coordinate in [0..1] (return by Coordinate.positionSS)
// depth must be the depth from the raw depth buffer. This allow to handle all kind of depth automatically with the inverse view projection matrix.
// For information. In Unity Depth is always in range 0..1 (even on OpenGL) but can be reversed.
float3 UnprojectToWorld(float depth, float2 screenPos, float4x4 invViewProjectionMatrix)
{
float4 positionHS = float4(screenPos.xy * 2.0 - 1.0, depth, 1.0);
float4 hpositionWS = mul(invViewProjectionMatrix, positionHS);
return hpositionWS.xyz / hpositionWS.w;
}
#endif // UNITY_COMMON_INCLUDED