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
203 行
7.0 KiB
203 行
7.0 KiB
#ifndef UNITY_COMMON_INCLUDED
|
|
#define UNITY_COMMON_INCLUDED
|
|
|
|
// Convention:
|
|
|
|
// Unity is Y up - left handed
|
|
|
|
// 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 _ as prefix + uppercase _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
|
|
|
|
// headers from ShaderLibrary do not include "common.hlsl", this should be included in the .shader using it (or Material.hlsl)
|
|
|
|
|
|
// 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 math definition and fastmath function
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#define PI 3.14159265359
|
|
#define TWO_PI 6.28318530718
|
|
#define FOUR_PI 12.56637061436
|
|
#define INV_PI 0.31830988618
|
|
#define INV_TWO_PI 0.15915494309
|
|
#define INV_FOUR_PI 0.07957747155
|
|
#define HALF_PI 1.57079632679
|
|
#define INV_HALF_PI 0.636619772367
|
|
|
|
#define FLT_EPSILON 1.192092896e-07f // smallest such that 1.0 + FLT_EPSILON != 1.0
|
|
|
|
#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 < 0.0) ? -t0 : t0;
|
|
}
|
|
|
|
// Same smoothstep except it assume 0, 1 interval for x
|
|
float smoothstep01(float x)
|
|
{
|
|
return x * x * (3.0 - (2.0 * x));
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// 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 integer 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;
|
|
}
|
|
|
|
// Z buffer to linear 0..1 depth
|
|
float Linear01Depth(float depth, float4 zBufferParam)
|
|
{
|
|
return 1.0 / (zBufferParam.x * depth + zBufferParam.y);
|
|
}
|
|
// Z buffer to linear depth
|
|
float LinearEyeDepth(float depth, float4 zBufferParam)
|
|
{
|
|
return 1.0 / (zBufferParam.z * depth + zBufferParam.w);
|
|
}
|
|
|
|
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal
|
|
// In this case this may cause weird artifact.
|
|
// GetNdotV return a 'valid' data
|
|
float GetNdotV(float3 N, float3 V)
|
|
{
|
|
return abs(dot(N, V)); // This abs allow to limit artifact
|
|
}
|
|
|
|
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal
|
|
// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts.
|
|
// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too).
|
|
// Note: This code is not compatible with two sided lighting used in SpeedTree (TODO: investigate).
|
|
float GetShiftedNdotV(float3 N, float3 V)
|
|
{
|
|
// The amount we shift the normal toward the view vector is defined by the dot product.
|
|
float shiftAmount = dot(N, V);
|
|
N = shiftAmount < 0.0 ? N + V * (-shiftAmount + 1e-5f) : N;
|
|
N = normalize(N);
|
|
|
|
return saturate(dot(N, V)); // TODO: this saturate should not be necessary here
|
|
}
|
|
|
|
|
|
#endif // UNITY_COMMON_INCLUDED
|