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// UNITY_SHADER_NO_UPGRADE
#ifndef UNITY_SHADER_VARIABLES_INCLUDED
#define UNITY_SHADER_VARIABLES_INCLUDED
#include "ShaderConfig.cs.hlsl"
// CAUTION:
// Currently the shaders compiler always include regualr Unity shaderVariables, so I get a conflict here were UNITY_SHADER_VARIABLES_INCLUDED is already define, this need to be fixed.
// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header.
// This need to be fixed.
#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define USING_STEREO_MATRICES
#endif
#if defined(USING_STEREO_MATRICES)
#define glstate_matrix_projection unity_StereoMatrixP[unity_StereoEyeIndex]
#define unity_MatrixV unity_StereoMatrixV[unity_StereoEyeIndex]
#define unity_MatrixInvV unity_StereoMatrixInvV[unity_StereoEyeIndex]
#define unity_MatrixVP unity_StereoMatrixVP[unity_StereoEyeIndex]
#define unity_CameraProjection unity_StereoCameraProjection[unity_StereoEyeIndex]
#define unity_CameraInvProjection unity_StereoCameraInvProjection[unity_StereoEyeIndex]
#define unity_WorldToCamera unity_StereoWorldToCamera[unity_StereoEyeIndex]
#define unity_CameraToWorld unity_StereoCameraToWorld[unity_StereoEyeIndex]
#define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]
#endif
#define UNITY_LIGHTMODEL_AMBIENT (glstate_lightmodel_ambient * 2)
// ----------------------------------------------------------------------------
// *********************************************************
// * *
// * UnityPerCameraRare has been deprecated. Do NOT use! *
// * Please refer to UnityPerView instead. *
// * *
// *********************************************************
CBUFFER_START(UnityPerCameraRare)
// DEPRECATED: use _FrustumPlanes
float4 unity_CameraWorldClipPlanes[6];
#if !defined(USING_STEREO_MATRICES)
// Projection matrices of the camera. Note that this might be different from projection matrix
// that is set right now, e.g. while rendering shadows the matrices below are still the projection
// of original camera.
// DEPRECATED: use _ProjMatrix, _InvProjMatrix, _ViewMatrix, _InvViewMatrix
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#endif
CBUFFER_END
// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerDraw)
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;
float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
float4 unity_LightmapST;
float4 unity_DynamicLightmapST;
// SH lighting environment
float4 unity_SHAr;
float4 unity_SHAg;
float4 unity_SHAb;
float4 unity_SHBr;
float4 unity_SHBg;
float4 unity_SHBb;
float4 unity_SHC;
// x = Disabled(0)/Enabled(1)
// y = Computation are done in global space(0) or local space(1)
// z = Texel size on U texture coordinate
float4 unity_ProbeVolumeParams;
float4x4 unity_ProbeVolumeWorldToObject;
float3 unity_ProbeVolumeSizeInv;
float3 unity_ProbeVolumeMin;
// This contain occlusion factor from 0 to 1 for dynamic objects (no SH here)
float4 unity_ProbesOcclusion;
// Velocity
float4x4 unity_MatrixPreviousM;
float4x4 unity_MatrixPreviousMI;
//X : Use last frame positions (right now skinned meshes are the only objects that use this
//Y : Force No Motion
//Z : Z bias value
float4 unity_MotionVectorsParams;
CBUFFER_END
#if defined(USING_STEREO_MATRICES)
CBUFFER_START(UnityStereoGlobals)
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixV[2];
float4x4 unity_StereoMatrixInvV[2];
float4x4 unity_StereoMatrixVP[2];
float4x4 unity_StereoCameraProjection[2];
float4x4 unity_StereoCameraInvProjection[2];
float4x4 unity_StereoWorldToCamera[2];
float4x4 unity_StereoCameraToWorld[2];
float3 unity_StereoWorldSpaceCameraPos[2];
float4 unity_StereoScaleOffset[2];
CBUFFER_END
#endif
#if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_MULTIVIEW_ENABLED)
CBUFFER_START(UnityStereoEyeIndices)
float4 unity_StereoEyeIndices[2];
CBUFFER_END
#endif
#if defined(UNITY_STEREO_MULTIVIEW_ENABLED) && defined(SHADER_STAGE_VERTEX)
#define unity_StereoEyeIndex UNITY_VIEWID
UNITY_DECLARE_MULTIVIEW(2);
#elif defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
static uint unity_StereoEyeIndex;
#elif defined(UNITY_SINGLE_PASS_STEREO)
CBUFFER_START(UnityStereoEyeIndex)
int unity_StereoEyeIndex;
CBUFFER_END
#endif
CBUFFER_START(UnityPerDrawRare)
float4x4 glstate_matrix_transpose_modelview0;
CBUFFER_END
// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerFrame)
float4 glstate_lightmodel_ambient;
float4 unity_AmbientSky;
float4 unity_AmbientEquator;
float4 unity_AmbientGround;
float4 unity_IndirectSpecColor;
#if !defined(USING_STEREO_MATRICES)
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixV;
float4x4 unity_MatrixInvV;
float4x4 unity_MatrixVP;
float4 unity_StereoScaleOffset;
int unity_StereoEyeIndex;
#endif
float4 unity_ShadowColor;
CBUFFER_END
// ----------------------------------------------------------------------------
// These are the samplers available in the HDRenderPipeline.
// Avoid declaring extra samplers as they are 4x SGPR each on GCN.
SAMPLER(s_point_clamp_sampler);
SAMPLER(s_linear_clamp_sampler);
SAMPLER(s_linear_repeat_sampler);
SAMPLER(s_trilinear_clamp_sampler);
// ----------------------------------------------------------------------------
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
// Main lightmap
TEXTURE2D(unity_Lightmap);
SAMPLER(samplerunity_Lightmap);
// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler)
TEXTURE2D(unity_LightmapInd);
// Dynamic GI lightmap
TEXTURE2D(unity_DynamicLightmap);
SAMPLER(samplerunity_DynamicLightmap);
TEXTURE2D(unity_DynamicDirectionality);
// We can have shadowMask only if we have lightmap, so no sampler
TEXTURE2D(unity_ShadowMask);
// TODO: Change code here so probe volume use only one transform instead of all this parameters!
TEXTURE3D(unity_ProbeVolumeSH);
SAMPLER(samplerunity_ProbeVolumeSH);
// ----------------------------------------------------------------------------
// Important: please use macros or functions to access the CBuffer data.
// The member names and data layout can (and will) change!
CBUFFER_START(UnityPerView)
// TODO: all affine matrices should be 3x4.
float4x4 _ViewMatrix;
float4x4 _InvViewMatrix;
float4x4 _ProjMatrix;
float4x4 _InvProjMatrix;
float4x4 _ViewProjMatrix;
float4x4 _InvViewProjMatrix;
float4x4 _NonJitteredViewProjMatrix;
float4x4 _PrevViewProjMatrix; // non-jittered
// TODO: put commonly used vars together (below), and then sort them by the frequency of use (descending).
// Note: a matrix is 4 * 4 * 4 = 64 bytes (1x cache line), so no need to sort those.
#if defined(USING_STEREO_MATRICES)
float3 _Align16;
#else
float3 _WorldSpaceCameraPos;
#endif
float _DetViewMatrix; // determinant(_ViewMatrix)
float4 _ScreenSize; // { w, h, 1 / w, 1 / h }
float4 _ScreenToTargetScale; // { w / RTHandle.maxWidth, h / RTHandle.maxHeight } : xy = currFrame, zw = prevFrame
// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
// x = 1 - f/n
// y = f/n
// z = 1/f - 1/n
// w = 1/n
// or in case of a reversed depth buffer (UNITY_REVERSED_Z is 1)
// x = -1 + f/n
// y = 1
// z = -1/n + -1/f
// w = 1/f
float4 _ZBufferParams;
// x = 1 or -1 (-1 if projection is flipped)
// y = near plane
// z = far plane
// w = 1/far plane
float4 _ProjectionParams;
// x = orthographic camera's width
// y = orthographic camera's height
// z = unused
// w = 1.0 if camera is ortho, 0.0 if perspective
float4 unity_OrthoParams;
// x = width
// y = height
// z = 1 + 1.0/width
// w = 1 + 1.0/height
float4 _ScreenParams;
float4 _FrustumPlanes[6]; // { (a, b, c) = N, d = -dot(N, P) } [L, R, T, B, N, F]
// TAA Frame Index ranges from 0 to 7. This gives you two rotations per cycle.
float4 _TaaFrameRotation; // { sin(taaFrame * PI/2), cos(taaFrame * PI/2), 0, 0 }
// t = animateMaterials ? Time.realtimeSinceStartup : 0.
float4 _Time; // { t/20, t, t*2, t*3 }
float4 _LastTime; // { t/20, t, t*2, t*3 }
float4 _SinTime; // { sin(t/8), sin(t/4), sin(t/2), sin(t) }
float4 _CosTime; // { cos(t/8), cos(t/4), cos(t/2), cos(t) }
float4 unity_DeltaTime; // { dt, 1/dt, smoothdt, 1/smoothdt }
int _FrameCount;
// Volumetric lighting.
float4 _AmbientProbeCoeffs[7]; // 3 bands of SH, packed, rescaled and convolved with the phase function
float _GlobalAnisotropy;
float3 _GlobalScattering;
float _GlobalExtinction;
float4 _VBufferResolution; // { w, h, 1/w, 1/h }
float4 _VBufferSliceCount; // { count, 1/count, 0, 0 }
float4 _VBufferUvScaleAndLimit; // Necessary us to work with sub-allocation (resource aliasing) in the RTHandle system
float4 _VBufferDepthEncodingParams; // See the call site for description
float4 _VBufferDepthDecodingParams; // See the call site for description
// TODO: these are only used for reprojection.
// Once reprojection is performed in a separate pass, we should probably
// move these to a dedicated CBuffer to avoid polluting the global one.
float4 _VBufferPrevResolution;
float4 _VBufferPrevSliceCount;
float4 _VBufferPrevUvScaleAndLimit;
float4 _VBufferPrevDepthEncodingParams;
float4 _VBufferPrevDepthDecodingParams;
CBUFFER_END
CBUFFER_START(UnityLightingParameters)
// Buffer pyramid
float4 _ColorPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
float4 _DepthPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
float4 _CameraMotionVectorsSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
float4 _ColorPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused
float4 _DepthPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused
float4 _CameraMotionVectorsScale; // (x,y) = Screen Scale, z = lod count, w = unused
// Screen space lighting
float _SSRefractionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback
float _SSReflectionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback
int _SSReflectionEnabled;
int _SSReflectionProjectionModel;
int _SSReflectionHiZRayMarchBehindObject;
int _SSRefractionHiZRayMarchBehindObject;
// Ambiant occlusion
float4 _AmbientOcclusionParam; // xyz occlusion color, w directLightStrenght
CBUFFER_END
// Rough refraction texture
// Color pyramid (width, height, lodcount, Unused)
TEXTURE2D(_ColorPyramidTexture);
// Depth pyramid (width, height, lodcount, Unused)
TEXTURE2D(_DepthPyramidTexture);
// Ambient occlusion texture
TEXTURE2D(_AmbientOcclusionTexture);
TEXTURE2D(_CameraMotionVectorsTexture);
// Custom generated by HDRP, not from Unity Engine (passed in via HDCamera)
#if defined(USING_STEREO_MATRICES)
CBUFFER_START(UnityPerPassStereo)
float4x4 _ViewMatrixStereo[2];
// Proj not needed...yet?
float4x4 _ViewProjMatrixStereo[2];
float4x4 _InvViewMatrixStereo[2];
float4x4 _InvProjMatrixStereo[2];
float4x4 _InvViewProjMatrixStereo[2];
CBUFFER_END
#endif // USING_STEREO_MATRICES
float4x4 OptimizeProjectionMatrix(float4x4 M)
{
// Matrix format (x = non-constant value).
// Orthographic Perspective Combined(OR)
// | x 0 0 x | | x 0 x 0 | | x 0 x x |
// | 0 x 0 x | | 0 x x 0 | | 0 x x x |
// | x x x x | | x x x x | | x x x x | <- oblique projection row
// | 0 0 0 1 | | 0 0 x 0 | | 0 0 x x |
// Notice that some values are always 0.
// We can avoid loading and doing math with constants.
M._21_41 = 0;
M._12_42 = 0;
return M;
}
// Helper to handle camera relative space
float4x4 ApplyCameraTranslationToMatrix(float4x4 modelMatrix)
{
// To handle camera relative rendering we substract the camera position in the model matrix
// User must not use UNITY_MATRIX_M directly, unless they understand what they do
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
modelMatrix._m03_m13_m23 -= _WorldSpaceCameraPos;
#endif
return modelMatrix;
}
float4x4 ApplyCameraTranslationToInverseMatrix(float4x4 inverseModelMatrix)
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
// To handle camera relative rendering we need to apply translation before converting to object space
float4x4 translationMatrix = { { 1.0, 0.0, 0.0, _WorldSpaceCameraPos.x },{ 0.0, 1.0, 0.0, _WorldSpaceCameraPos.y },{ 0.0, 0.0, 1.0, _WorldSpaceCameraPos.z },{ 0.0, 0.0, 0.0, 1.0 } };
return mul(inverseModelMatrix, translationMatrix);
#else
return inverseModelMatrix;
#endif
}
// Define Model Matrix Macro
// Note: In order to be able to define our macro to forbid usage of unity_ObjectToWorld/unity_WorldToObject
// We need to declare inline function. Using uniform directly mean they are expand with the macro
float4x4 GetUnityObjectToWorld() { return unity_ObjectToWorld; }
float4x4 GetUnityWorldToObject() { return unity_WorldToObject; }
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(GetUnityObjectToWorld())
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(GetUnityWorldToObject())
#define unity_ObjectToWorld Use_Macro_UNITY_MATRIX_M_instead_of_unity_ObjectToWorld
#define unity_WorldToObject Use_Macro_UNITY_MATRIX_I_M_instead_of_unity_WorldToObject
// Define View/Projection matrix macro
#ifdef USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "ShaderVariablesMatrixDefsLegacyUnity.hlsl"
#else
#include "ShaderVariablesMatrixDefsHDCamera.hlsl"
#endif
// This define allow to tell to unity instancing that we will use our camera relative functions (ApplyCameraTranslationToMatrix and ApplyCameraTranslationToInverseMatrix) for the model view matrix
#define MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderVariablesFunctions.hlsl"
#endif // UNITY_SHADER_VARIABLES_INCLUDED