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
252 行
8.1 KiB
252 行
8.1 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 (DIRECTIONAL_COOKIE) || defined (DIRECTIONAL)
|
|
#define USING_DIRECTIONAL_LIGHT
|
|
#endif
|
|
|
|
#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)
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
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
|
|
|
|
#if !defined(USING_STEREO_MATRICES)
|
|
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
|
|
// or in case of a reversed depth buffer (UNITY_REVERSED_Z is 1)
|
|
// x = -1+far/near
|
|
// y = 1
|
|
// z = x/far
|
|
// w = 1/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];
|
|
|
|
#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.
|
|
float4x4 unity_CameraProjection;
|
|
float4x4 unity_CameraInvProjection;
|
|
float4x4 unity_WorldToCamera;
|
|
float4x4 unity_CameraToWorld;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
CBUFFER_START(UnityPerDraw : register(b0))
|
|
#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
|
|
float4x4 glstate_matrix_mvp;
|
|
float4x4 glstate_matrix_modelview0;
|
|
float4x4 glstate_matrix_invtrans_modelview0;
|
|
#endif
|
|
|
|
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;
|
|
|
|
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
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
TEXTURE2D_FLOAT(_MainDepthTexture);
|
|
SAMPLER2D(sampler_MainDepthTexture);
|
|
|
|
// 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);
|
|
|
|
// TODO: Change code here so probe volume use only one transform instead of all this parameters!
|
|
TEXTURE3D_FLOAT(unity_ProbeVolumeSH);
|
|
SAMPLER3D(samplerunity_ProbeVolumeSH);
|
|
|
|
CBUFFER_START(UnityVelocityPass)
|
|
float4x4 unity_MatrixNonJitteredVP;
|
|
float4x4 unity_MatrixPreviousVP;
|
|
float4x4 unity_MatrixPreviousM;
|
|
float4 unity_MotionVectorsParams;
|
|
CBUFFER_END
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
CBUFFER_START(UnityPerPass)
|
|
float4x4 _PrevViewProjMatrix;
|
|
float4x4 _ViewProjMatrix;
|
|
float4x4 _NonJitteredViewProjMatrix;
|
|
float4x4 _ViewMatrix;
|
|
float4x4 _ProjMatrix;
|
|
float4x4 _InvViewProjMatrix;
|
|
float4x4 _InvViewMatrix;
|
|
float4x4 _InvProjMatrix;
|
|
float4 _InvProjParam;
|
|
float4 _ScreenSize; // (w, h, 1/w, 1/h)
|
|
float4 _FrustumPlanes[6]; // (N, -dot(N, P))
|
|
|
|
// Volumetric lighting. Should be a struct in 'UnityPerFrame'.
|
|
// Unfortunately, we cannot modify the layout of 'UnityPerFrame',
|
|
// and structures inside constant buffers are not supported by Unity.
|
|
float3 _GlobalFog_Scattering;
|
|
float _GlobalFog_Extinction;
|
|
float _GlobalFog_Asymmetry;
|
|
float _GlobalFog_Align16_0;
|
|
float _GlobalFog_Align16_1;
|
|
float _GlobalFog_Align16_2;
|
|
CBUFFER_END
|
|
|
|
#ifdef USE_LEGACY_UNITY_MATRIX_VARIABLES
|
|
#include "ShaderVariablesMatrixDefsLegacyUnity.hlsl"
|
|
#else
|
|
#include "ShaderVariablesMatrixDefsHDCamera.hlsl"
|
|
#endif
|
|
|
|
#include "ShaderVariablesFunctions.hlsl"
|
|
|
|
#endif // UNITY_SHADER_VARIABLES_INCLUDED
|