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// UNITY_SHADER_NO_UPGRADE
#ifndef UNITY_SHADER_VARIABLES_INCLUDED
#define UNITY_SHADER_VARIABLES_INCLUDED
// 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.
float4x4 glstate_matrix_inv_projection;
#define UNITY_MATRIX_M unity_ObjectToWorld
// These are updated per eye in VR
#define UNITY_MATRIX_V unity_MatrixV
#define UNITY_MATRIX_P glstate_matrix_projection
#define UNITY_MATRIX_VP unity_MatrixVP
#ifdef UNITY_SINGLE_PASS_STEREO
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
#else
#define UNITY_MATRIX_MVP glstate_matrix_mvp
#endif
// These use the camera center position in VR
#define UNITY_MATRIX_MV glstate_matrix_modelview0
#define UNITY_MATRIX_T_MV glstate_matrix_transpose_modelview0
#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0
// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerCamera)
// Time (t = time since current level load) values from Unity
float4 _Time; // (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
#ifndef UNITY_SINGLE_PASS_STEREO
float3 _WorldSpaceCameraPos;
#endif
// x = 1 or -1 (-1 if projection is flipped)
// y = near plane
// z = far plane
// w = 1/far plane
float4 _ProjectionParams;
// x = width
// y = height
// z = 1 + 1.0/width
// w = 1 + 1.0/height
float4 _ScreenParams;
// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
// x = 1-far/near
// y = far/near
// z = x/far
// w = y/far
float4 _ZBufferParams;
// 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;
CBUFFER_END
CBUFFER_START(UnityPerCameraRare)
float4 unity_CameraWorldClipPlanes[6];
// 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.
float4x4 unity_CameraProjection;
float4x4 unity_CameraInvProjection;
#ifndef UNITY_SINGLE_PASS_STEREO
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
#endif
CBUFFER_END
// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerDraw)
#ifndef UNITY_SINGLE_PASS_STEREO
float4x4 glstate_matrix_mvp;
#endif
// Use center position for stereo rendering
float4x4 glstate_matrix_modelview0;
float4x4 glstate_matrix_invtrans_modelview0;
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
CBUFFER_END
#ifdef UNITY_SINGLE_PASS_STEREO
CBUFFER_START(UnityPerEye)
float3 _WorldSpaceCameraPos;
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixV;
float4x4 unity_MatrixVP;
float4x4 unity_WorldToCamera;
float4x4 unity_CameraToWorld;
CBUFFER_END
#endif
CBUFFER_START(UnityPerDrawRare)
float4x4 glstate_matrix_transpose_modelview0;
#ifdef UNITY_SINGLE_PASS_STEREO
float4x4 glstate_matrix_mvp;
#endif
CBUFFER_END
// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerFrame)
#ifndef UNITY_SINGLE_PASS_STEREO
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixV;
float4x4 unity_MatrixVP;
#endif
float4 glstate_lightmodel_ambient;
float4 unity_AmbientSky;
float4 unity_AmbientEquator;
float4 unity_AmbientGround;
float4 unity_IndirectSpecColor;
CBUFFER_END
CBUFFER_START(UnityLighting)
// SH lighting environment
float4 unity_SHAr;
float4 unity_SHAg;
float4 unity_SHAb;
float4 unity_SHBr;
float4 unity_SHBg;
float4 unity_SHBb;
float4 unity_SHC;
CBUFFER_END
// Main lightmap
TEXTURE2D(unity_Lightmap);
SAMPLER2D(samplerunity_Lightmap);
// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler)
TEXTURE2D(unity_LightmapInd);
// Dynamic GI lightmap
TEXTURE2D(unity_DynamicLightmap);
SAMPLER2D(samplerunity_DynamicLightmap);
TEXTURE2D(unity_DynamicDirectionality);
CBUFFER_START(UnityLightmaps)
float4 unity_LightmapST;
float4 unity_DynamicLightmapST;
CBUFFER_END
// TODO: Change code here so probe volume use only one transform instead of all this parameters!
TEXTURE3D(unity_ProbeVolumeSH);
SAMPLER3D(samplerunity_ProbeVolumeSH)
CBUFFER_START(UnityProbeVolume)
// 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;
CBUFFER_END
CBUFFER_START(UnityVelocityPass)
float4x4 _NonJitteredVP;
float4x4 _PreviousVP;
float4x4 _PreviousM;
bool _HasLastPositionData;
bool _ForceNoMotion;
float _MotionVectorDepthBias;
CBUFFER_END
// ----------------------------------------------------------------------------
// TODO: move this to constant buffer by Pass
float4 _ScreenSize;
float4x4 GetObjectToWorldMatrix()
{
return unity_ObjectToWorld;
}
float4x4 GetWorldToObjectMatrix()
{
return unity_WorldToObject;
}
// Transform to homogenous clip space
float4x4 GetWorldToHClipMatrix()
{
return unity_MatrixVP;
}
// Transform from clip space to homogenous world space
float4x4 GetClipToHWorldMatrix()
{
return glstate_matrix_inv_projection;
}
float GetOdddNegativeScale()
{
return unity_WorldTransformParams.w;
}
float4x4 GetObjectToWorldViewMatrix()
{
return glstate_matrix_modelview0;
}
float3 TransformObjectToWorld(float3 positionOS)
{
return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
}
float3 TransformObjectToView(float3 positionOS)
{
return mul(GetObjectToWorldViewMatrix(), float4(positionOS, 1.0)).xyz;
}
float3 TransformObjectToWorldDir(float3 dirOS)
{
// Normalize to support uniform scaling
return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS));
}
// Transforms normal from object to world space
float3 TransformObjectToWorldNormal(float3 normalOS)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
return UnityObjectToWorldDir(normalOS);
#else
// Normal need to be multiply by inverse transpose
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
#endif
}
// Tranforms position from world space to homogenous space
float4 TransformWorldToHClip(float3 positionWS)
{
return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
}
float3x3 CreateTangentToWorld(float3 normal, float3 tangent, float tangentSign)
{
// For odd-negative scale transforms we need to flip the sign
float sign = tangentSign * GetOdddNegativeScale();
float3 bitangent = cross(normal, tangent) * sign;
return float3x3(tangent, bitangent, normal);
}
// Computes world space view direction, from object space position
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
{
return normalize(_WorldSpaceCameraPos.xyz - positionWS);
}
float3 TransformTangentToWorld(float3 dirTS, float3 tangentToWorld[3])
{
// TODO check: do we need to normalize ?
return normalize(mul(dirTS, float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz)));
}
// Assume TBN is orthonormal.
float3 TransformWorldToTangent(float3 dirWS, float3 tangentToWorld[3])
{
// TODO check: do we need to normalize ?
return normalize(mul(float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz), dirWS));
}
#endif // UNITY_SHADER_VARIABLES_INCLUDED