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202 行
5.9 KiB
202 行
5.9 KiB
#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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float4x4 GetWorldToViewMatrix()
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{
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return UNITY_MATRIX_V;
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}
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float4x4 GetObjectToWorldMatrix()
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{
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return UNITY_MATRIX_M;
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}
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float4x4 GetWorldToObjectMatrix()
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{
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return UNITY_MATRIX_I_M;
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}
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// Transform to homogenous clip space
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float4x4 GetWorldToHClipMatrix()
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{
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return UNITY_MATRIX_VP;
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}
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float GetOddNegativeScale()
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{
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return unity_WorldTransformParams.w;
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}
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float3 TransformWorldToView(float3 positionWS)
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{
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return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
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}
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float3 TransformObjectToWorld(float3 positionOS)
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{
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return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
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}
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float3 TransformWorldToObject(float3 positionWS)
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{
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return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
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}
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float3 TransformObjectToWorldDir(float3 dirOS)
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{
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// Normalize to support uniform scaling
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return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS));
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}
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float3 TransformWorldToObjectDir(float3 dirWS)
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{
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// Normalize to support uniform scaling
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return normalize(mul((float3x3)GetWorldToObjectMatrix(), dirWS));
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}
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// Transforms normal from object to world space
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float3 TransformObjectToWorldNormal(float3 normalOS)
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{
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#ifdef UNITY_ASSUME_UNIFORM_SCALING
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return UnityObjectToWorldDir(normalOS);
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#else
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// Normal need to be multiply by inverse transpose
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// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
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return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
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#endif
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}
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// Tranforms position from world space to homogenous space
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float4 TransformWorldToHClip(float3 positionWS)
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{
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return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
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}
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float3 GetAbsolutePositionWS(float3 cameraRelativePositionWS)
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{
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float3 pos = cameraRelativePositionWS;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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pos += _WorldSpaceCameraPos;
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#endif
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return pos;
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}
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float3 GetCameraRelativePositionWS(float3 absolutePositionWS)
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{
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float3 pos = absolutePositionWS;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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pos -= _WorldSpaceCameraPos;
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#endif
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return pos;
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}
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// Note: '_WorldSpaceCameraPos' is set by the legacy Unity code.
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float3 GetPrimaryCameraPosition()
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{
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return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
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}
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// Could be e.g. the position of a primary camera or a shadow-casting light.
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float3 GetCurrentViewPosition()
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{
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#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
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return GetPrimaryCameraPosition();
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#else
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// TEMP: this is rather expensive. Then again, we need '_WorldSpaceCameraPos'
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// to represent the position of the primary (scene view) camera in order to
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// have identical tessellation levels for both the scene view and shadow views.
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// Otherwise, depth comparisons become meaningless!
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float4x4 trViewMat = transpose(GetWorldToViewMatrix());
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float3 rotCamPos = trViewMat[3].xyz;
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float3 viewPositionWS = mul((float3x3)trViewMat, -rotCamPos);
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// When USE_LEGACY_UNITY_MATRIX_VARIABLES is define GetWorldToViewMatrix is absolute (because it use legacy unity matrix), but if not define it use our own variable that is camera relative.
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#ifdef USE_LEGACY_UNITY_MATRIX_VARIABLES
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return GetCameraRelativePositionWS(viewPositionWS);
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#else
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return viewPositionWS;
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#endif
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#endif
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}
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// Returns the forward (central) direction of the current view in the world space.
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float3 GetViewForwardDir()
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{
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float4x4 viewMat = GetWorldToViewMatrix();
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return -viewMat[2].xyz;
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}
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// Returns 'true' if the current view performs a perspective projection.
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bool IsPerspectiveProjection()
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{
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#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
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return (unity_OrthoParams.w == 0);
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#else
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// TODO: set 'unity_OrthoParams' during the shadow pass.
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return (GetWorldToHClipMatrix()[3].x != 0 ||
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GetWorldToHClipMatrix()[3].y != 0 ||
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GetWorldToHClipMatrix()[3].z != 0 ||
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GetWorldToHClipMatrix()[3].w != 1);
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#endif
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}
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// Computes the world space view direction (pointing towards the viewer).
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float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
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{
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if (IsPerspectiveProjection())
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{
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// Perspective
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float3 V = GetCurrentViewPosition() - positionWS;
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return normalize(V);
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}
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else
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{
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// Orthographic
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return -GetViewForwardDir();
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}
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}
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float3x3 CreateWorldToTangent(float3 normal, float3 tangent, float flipSign)
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{
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// For odd-negative scale transforms we need to flip the sign
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float sgn = flipSign * GetOddNegativeScale();
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float3 bitangent = cross(normal, tangent) * sgn;
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return float3x3(tangent, bitangent, normal);
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}
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float3 TransformTangentToWorld(float3 dirTS, float3x3 worldToTangent)
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{
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// Use transpose transformation to go from tangent to world as the matrix is orthogonal
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return mul(dirTS, worldToTangent);
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}
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float3 TransformWorldToTangent(float3 dirWS, float3x3 worldToTangent)
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{
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return mul(worldToTangent, dirWS);
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}
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float3 TransformTangentToObject(float3 dirTS, float3x3 worldToTangent)
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{
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// Use transpose transformation to go from tangent to world as the matrix is orthogonal
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float3 normalWS = mul(dirTS, worldToTangent);
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return mul((float3x3)GetWorldToObjectMatrix(), normalWS);
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}
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float3 TransformObjectToTangent(float3 dirOS, float3x3 worldToTangent)
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{
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return mul(worldToTangent, TransformObjectToWorldDir(dirOS));
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}
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// UNITY_MATRIX_V defines a right-handed view space with the Z axis pointing towards the viewer.
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// This function reverses the direction of the Z axis (so that it points forward),
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// making the view space coordinate system left-handed.
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void GetLeftHandedViewSpaceMatrices(out float4x4 viewMatrix, out float4x4 projMatrix)
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{
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viewMatrix = UNITY_MATRIX_V;
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viewMatrix._31_32_33_34 = -viewMatrix._31_32_33_34;
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projMatrix = UNITY_MATRIX_P;
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projMatrix._13_23_33_43 = -projMatrix._13_23_33_43;
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}
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#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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