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255 行
7.3 KiB
255 行
7.3 KiB
#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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// This function always return the absolute position in WS
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float3 GetAbsolutePositionWS(float3 positionRWS)
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{
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionRWS += _WorldSpaceCameraPos;
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#endif
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return positionRWS;
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}
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// This function return the camera relative position in WS
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float3 GetCameraRelativePositionWS(float3 positionWS)
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{
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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positionWS -= _WorldSpaceCameraPos;
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#endif
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return positionWS;
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}
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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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// Return absolute world position of current object
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float3 GetObjectAbsolutePositionWS()
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{
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float4x4 modelMatrix = UNITY_MATRIX_M;
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return GetAbsolutePositionWS(modelMatrix._m03_m13_m23); // Translation object to world
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}
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// Return the PreTranslated ObjectToWorld Matrix (i.e matrix with _WorldSpaceCameraPos apply to it if we use camera relative rendering)
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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 GetViewToHClipMatrix()
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{
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return UNITY_MATRIX_P;
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}
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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 positionRWS)
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{
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return mul(GetWorldToViewMatrix(), float4(positionRWS, 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 positionRWS)
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{
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return mul(GetWorldToObjectMatrix(), float4(positionRWS, 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 TransformWorldToViewDir(float3 dirWS)
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{
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return mul((float3x3)GetWorldToViewMatrix(), dirWS).xyz;
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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 TransformObjectToWorldDir(normalOS);
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#else
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// Normal need to be multiply by inverse transpose
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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 positionRWS)
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{
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return mul(GetWorldToHClipMatrix(), float4(positionRWS, 1.0));
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}
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// Tranforms vector from world space to homogenous space
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float3 TransformWorldToHClipDir(float3 directionWS)
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{
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return mul((float3x3)GetWorldToHClipMatrix(), directionWS);
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}
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// Tranforms position from view space to homogenous space
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float4 TransformWViewToHClip(float3 positionVS)
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{
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return mul(GetViewToHClipMatrix(), float4(positionVS, 1.0));
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}
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// Tranforms vector from world space to homogenous space
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float3 TransformViewToHClipDir(float3 directionVS)
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{
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return mul((float3x3)GetViewToHClipMatrix(), directionVS);
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}
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float3 GetPrimaryCameraPosition()
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{
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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return float3(0, 0, 0);
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#else
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return _WorldSpaceCameraPos;
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#endif
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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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// This is a generic solution.
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// However, using '_WorldSpaceCameraPos' is better for cache locality,
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// and in case we enable camera-relative rendering, we can statically set the position is 0.
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return UNITY_MATRIX_I_V._14_24_34;
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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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// This is a generic solution.
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// However, using 'unity_OrthoParams' is better for cache locality.
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// TODO: set 'unity_OrthoParams' during the shadow pass.
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return UNITY_MATRIX_P[3][3] == 0;
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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 GetWorldSpaceViewDir(float3 positionRWS)
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{
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if (IsPerspectiveProjection())
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{
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// Perspective
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return GetCurrentViewPosition() - positionRWS;
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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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float3 GetWorldSpaceNormalizeViewDir(float3 positionRWS)
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{
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return normalize(GetWorldSpaceViewDir(positionRWS));
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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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// This method should be used for rendering any full screen quad that uses an auto-scaling Render Targets (see RTHandle/HDCamera)
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// It will account for the fact that the textures it samples are not necesarry using the full space of the render texture but only a partial viewport.
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float2 GetNormalizedFullScreenTriangleTexCoord(uint vertexID)
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{
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return GetFullScreenTriangleTexCoord(vertexID) * _ScreenToTargetScale.xy;
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}
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// The size of the render target can be larger than the size of the viewport.
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// This function returns the fraction of the render target covered by the viewport:
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// ViewportScale = ViewportResolution / RenderTargetResolution.
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// Do not assume that their size is the same, or that sampling outside of the viewport returns 0.
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float2 GetViewportScaleCurrentFrame()
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{
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return _ScreenToTargetScale.xy;
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}
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float2 GetViewportScalePreviousFrame()
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{
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return _ScreenToTargetScale.zw;
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}
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#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
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