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
338 行
9.5 KiB
338 行
9.5 KiB
// 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
|
|
|
|
#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
|
|
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)
|
|
#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
|
|
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
|
|
|
|
#ifdef UNITY_SUPPORT_MULTIVIEW
|
|
#define unity_StereoEyeIndex UNITY_VIEWID
|
|
UNITY_DECLARE_MULTIVIEW(2);
|
|
#else
|
|
CBUFFER_START(UnityStereoEyeIndex)
|
|
int unity_StereoEyeIndex;
|
|
CBUFFER_END
|
|
#endif
|
|
|
|
#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;
|
|
int unity_StereoEyeIndex;
|
|
#endif
|
|
|
|
float4 unity_ShadowColor;
|
|
|
|
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
|
|
float4x4 _InvViewProjMatrix;
|
|
float4x4 _ViewProjMatrix; // Looks like using UNITY_MATRIX_VP in pixel shader doesn't work ??? need to setup my own...
|
|
float4 _ScreenSize;
|
|
|
|
float4x4 GetWorldToViewMatrix()
|
|
{
|
|
return UNITY_MATRIX_V;
|
|
}
|
|
|
|
float4x4 GetObjectToWorldMatrix()
|
|
{
|
|
return unity_ObjectToWorld;
|
|
}
|
|
|
|
float4x4 GetWorldToObjectMatrix()
|
|
{
|
|
return unity_WorldToObject;
|
|
}
|
|
|
|
// Transform to homogenous clip space
|
|
float4x4 GetWorldToHClipMatrix()
|
|
{
|
|
return UNITY_MATRIX_VP;
|
|
}
|
|
|
|
// Transform from clip space to homogenous world space
|
|
float4x4 GetClipToHWorldMatrix()
|
|
{
|
|
return glstate_matrix_inv_projection;
|
|
}
|
|
|
|
float GetOdddNegativeScale()
|
|
{
|
|
return unity_WorldTransformParams.w;
|
|
}
|
|
|
|
float3 TransformWorldToView(float3 positionWS)
|
|
{
|
|
return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
|
|
}
|
|
|
|
float3 TransformObjectToWorld(float3 positionOS)
|
|
{
|
|
return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
|
|
}
|
|
|
|
float3 TransformWorldToObject(float3 positionWS)
|
|
{
|
|
return mul(GetWorldToObjectMatrix(), float4(positionWS, 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)
|
|
{
|
|
float3 V = _WorldSpaceCameraPos.xyz - positionWS;
|
|
|
|
// Uncomment this once the compiler bug is fixed.
|
|
// if (unity_OrthoParams.w == 1.0)
|
|
// {
|
|
// float4x4 M = GetWorldToViewMatrix();
|
|
// V = M[1].xyz;
|
|
// }
|
|
|
|
return normalize(V);
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
float3 TransformTangentToObject(float3 dirTS, float3 worldToTangent[3])
|
|
{
|
|
// TODO check: do we need to normalize ?
|
|
// worldToTangent is orthonormal so inverse <==> transpose
|
|
float3x3 mWorldToTangent = float3x3(worldToTangent[0].xyz, worldToTangent[1].xyz, worldToTangent[2].xyz);
|
|
float3 normalWS = mul(dirTS, mWorldToTangent);
|
|
return normalize(mul((float3x3)unity_WorldToObject, normalWS));
|
|
}
|
|
|
|
// Assume TBN is orthonormal.
|
|
float3 TransformObjectToTangent(float3 dirOS, float3 worldToTangent[3])
|
|
{
|
|
// TODO check: do we need to normalize ?
|
|
return normalize(mul(float3x3(worldToTangent[0].xyz, worldToTangent[1].xyz, worldToTangent[2].xyz), mul((float3x3)unity_ObjectToWorld, dirOS)));
|
|
}
|
|
#endif // UNITY_SHADER_VARIABLES_INCLUDED
|