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
375 行
14 KiB
375 行
14 KiB
// 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_RenderingLayer;
|
|
|
|
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
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// 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);
|
|
SAMPLER(s_trilinear_repeat_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);
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Define that before including all the sub systems ShaderVariablesXXX.hlsl files in order to include constant buffer properties.
|
|
#define SHADER_VARIABLES_INCLUDE_CB
|
|
|
|
// Important: please use macros or functions to access the CBuffer data.
|
|
// The member names and data layout can (and will) change!
|
|
CBUFFER_START(UnityGlobal)
|
|
// ================================
|
|
// PER FRAME CONSTANTS
|
|
// ================================
|
|
#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
|
|
|
|
// ================================
|
|
// PER VIEW CONSTANTS
|
|
// ================================
|
|
// 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;
|
|
|
|
#include "Lighting/LightLoop/ShaderVariablesLightLoop.hlsl"
|
|
#include "Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.hlsl"
|
|
#include "Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.hlsl"
|
|
#include "Material/SubsurfaceScattering/ShaderVariablesSubsurfaceScattering.hlsl"
|
|
#include "Material/Decal/ShaderVariablesDecal.hlsl"
|
|
|
|
#define DEFAULT_LIGHT_LAYERS 0xFF
|
|
uint _EnableLightLayers;
|
|
|
|
CBUFFER_END
|
|
|
|
// 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"
|
|
|
|
// This is located after the include of UnityInstancing.hlsl so it can be used for declaration
|
|
// Undef in order to include all textures and buffers declarations
|
|
#undef SHADER_VARIABLES_INCLUDE_CB
|
|
#include "Lighting/LightLoop/ShaderVariablesLightLoop.hlsl"
|
|
#include "Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.hlsl"
|
|
#include "Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.hlsl"
|
|
#include "Material/Decal/ShaderVariablesDecal.hlsl"
|
|
#include "Material/SubsurfaceScattering/ShaderVariablesSubsurfaceScattering.hlsl"
|
|
|
|
#include "ShaderVariablesFunctions.hlsl"
|
|
|
|
#endif // UNITY_SHADER_VARIABLES_INCLUDED
|