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211 行
7.0 KiB
211 行
7.0 KiB
#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
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#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/Packing.hlsl"
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#include "Input.hlsl"
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#if !defined(SHADER_HINT_NICE_QUALITY)
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#ifdef SHADER_API_MOBILE
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#define SHADER_HINT_NICE_QUALITY 0
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#else
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#define SHADER_HINT_NICE_QUALITY 1
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#endif
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#endif
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#ifndef BUMP_SCALE_NOT_SUPPORTED
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#define BUMP_SCALE_NOT_SUPPORTED !SHADER_HINT_NICE_QUALITY
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#endif
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///////////////////////////////////////////////////////////////////////////////
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#ifdef _NORMALMAP
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#define OUTPUT_NORMAL(IN, OUT) OutputTangentToWorld(IN.tangent, IN.normal, OUT.tangent.xyz, OUT.binormal.xyz, OUT.normal.xyz)
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#else
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#define OUTPUT_NORMAL(IN, OUT) OUT.normal = TransformObjectToWorldNormal(IN.normal)
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#endif
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#if UNITY_REVERSED_Z
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#if SHADER_API_OPENGL || SHADER_API_GLES || SHADER_API_GLES3
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//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
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#else
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//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
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//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
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#endif
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#elif UNITY_UV_STARTS_AT_TOP
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//D3d without reversed z => z clip range is [0, far] -> nothing to do
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
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#else
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//Opengl => z clip range is [-near, far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
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#endif
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// TODO: Really need a better define for iOS Metal than the framebuffer fetch one, that's also enabled on android and webgl (???)
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#if defined(SHADER_API_VULKAN) || (defined(SHADER_API_METAL) && defined(UNITY_FRAMEBUFFER_FETCH_AVAILABLE))
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// Renderpass inputs: Vulkan/Metal subpass input
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#define UNITY_DECLARE_FRAMEBUFFER_INPUT_FLOAT(idx) cbuffer hlslcc_SubpassInput_f_##idx { float4 hlslcc_fbinput_##idx; }
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#define UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(idx) cbuffer hlslcc_SubpassInput_h_##idx { half4 hlslcc_fbinput_##idx; }
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#define UNITY_READ_FRAMEBUFFER_INPUT(idx, v2fname) hlslcc_fbinput_##idx
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#else
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// Renderpass inputs: General fallback path
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#define UNITY_DECLARE_FRAMEBUFFER_INPUT_FLOAT(idx) TEXTURE2D_FLOAT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
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#define UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(idx) TEXTURE2D_HALF(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
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#define UNITY_READ_FRAMEBUFFER_INPUT(idx, v2fvertexname) _UnityFBInput##idx.Load(uint3(v2fvertexname.xy, 0))
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#endif
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float4 GetScaledScreenParams()
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{
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return _ScaledScreenParams;
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}
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void AlphaDiscard(half alpha, half cutoff, half offset = 0.0h)
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{
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#ifdef _ALPHATEST_ON
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clip(alpha - cutoff + offset);
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#endif
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}
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half3 UnpackNormal(half4 packedNormal)
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{
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#if defined(UNITY_NO_DXT5nm)
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return UnpackNormalRGBNoScale(packedNormal);
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#else
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// Compiler will optimize the scale away
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return UnpackNormalmapRGorAG(packedNormal, 1.0);
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#endif
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}
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half3 UnpackNormalScale(half4 packedNormal, half bumpScale)
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{
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#if defined(UNITY_NO_DXT5nm)
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return UnpackNormalRGB(packedNormal, bumpScale);
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#else
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return UnpackNormalmapRGorAG(packedNormal, bumpScale);
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#endif
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}
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void OutputTangentToWorld(half4 vertexTangent, half3 vertexNormal, out half3 tangentWS, out half3 binormalWS, out half3 normalWS)
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{
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// mikkts space compliant. only normalize when extracting normal at frag.
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half sign = vertexTangent.w * GetOddNegativeScale();
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normalWS = TransformObjectToWorldNormal(vertexNormal);
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tangentWS = TransformObjectToWorldDir(vertexTangent.xyz);
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binormalWS = cross(normalWS, tangentWS) * sign;
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}
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half3 FragmentNormalWS(half3 normal)
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{
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#if !SHADER_HINT_NICE_QUALITY
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// World normal is already normalized in vertex. Small acceptable error to save ALU.
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return normal;
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#else
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return normalize(normal);
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#endif
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}
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half3 FragmentViewDirWS(half3 viewDir)
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{
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#if !SHADER_HINT_NICE_QUALITY
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// View direction is already normalized in vertex. Small acceptable error to save ALU.
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return viewDir;
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#else
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return SafeNormalize(viewDir);
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#endif
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}
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half3 VertexViewDirWS(half3 viewDir)
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{
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#if !SHADER_HINT_NICE_QUALITY
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// Normalize in vertex and avoid renormalizing it in frag to save ALU.
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return SafeNormalize(viewDir);
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#else
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return viewDir;
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#endif
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}
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half3 TangentToWorldNormal(half3 normalTangent, half3 tangent, half3 binormal, half3 normal)
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{
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half3x3 tangentToWorld = half3x3(tangent, binormal, normal);
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return FragmentNormalWS(mul(normalTangent, tangentToWorld));
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}
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// TODO: A similar function should be already available in SRP lib on master. Use that instead
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float4 ComputeScreenPos(float4 positionCS)
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{
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float4 o = positionCS * 0.5f;
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o.xy = float2(o.x, o.y * _ProjectionParams.x) + o.w;
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o.zw = positionCS.zw;
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return o;
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}
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half ComputeFogFactor(float z)
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{
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float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z);
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#if defined(FOG_LINEAR)
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// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
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float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w);
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return half(fogFactor);
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#elif defined(FOG_EXP) || defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// -density * z computed at vertex
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return half(unity_FogParams.x * clipZ_01);
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#else
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return 0.0h;
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#endif
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}
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void ApplyFogColor(inout half3 color, half3 fogColor, half fogFactor)
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{
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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#if defined(FOG_EXP)
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// factor = exp(-density*z)
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// fogFactor = density*z compute at vertex
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fogFactor = saturate(exp2(-fogFactor));
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#elif defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// fogFactor = density*z compute at vertex
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fogFactor = saturate(exp2(-fogFactor*fogFactor));
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#endif
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color = lerp(fogColor, color, fogFactor);
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#endif
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}
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void ApplyFog(inout half3 color, half fogFactor)
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{
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ApplyFogColor(color, unity_FogColor.rgb, fogFactor);
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}
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// Stereo-related bits
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define SCREENSPACE_TEXTURE TEXTURE2D_ARRAY
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#define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_ARRAY_FLOAT
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#define SCREENSPACE_TEXTURE_HALF TEXTURE2D_ARRAY_HALF
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#else
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#define SCREENSPACE_TEXTURE TEXTURE2D
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#define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_FLOAT
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#define SCREENSPACE_TEXTURE_HALF TEXTURE2D_HALF
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#endif
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#if defined(UNITY_SINGLE_PASS_STEREO)
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float2 TransformStereoScreenSpaceTex(float2 uv, float w)
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{
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// TODO: RVS support can be added here, if LWRP decides to support it
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float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
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return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
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}
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float2 UnityStereoTransformScreenSpaceTex(float2 uv)
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{
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return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
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}
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#else
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#define UnityStereoTransformScreenSpaceTex(uv) uv
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#endif // defined(UNITY_SINGLE_PASS_STEREO)
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#endif
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