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302 行
8.3 KiB
302 行
8.3 KiB
// UNITY_SHADER_NO_UPGRADE
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#ifndef UNITY_SHADER_VARIABLES_INCLUDED
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#define UNITY_SHADER_VARIABLES_INCLUDED
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// CAUTION:
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// 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.
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// 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.
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// This need to be fixed.
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float4x4 glstate_matrix_inv_projection;
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#define UNITY_MATRIX_M unity_ObjectToWorld
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// These are updated per eye in VR
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#define UNITY_MATRIX_V unity_MatrixV
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#define UNITY_MATRIX_P glstate_matrix_projection
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#define UNITY_MATRIX_VP unity_MatrixVP
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#ifdef UNITY_SINGLE_PASS_STEREO
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#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
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#else
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#define UNITY_MATRIX_MVP glstate_matrix_mvp
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#endif
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// These use the camera center position in VR
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#define UNITY_MATRIX_MV glstate_matrix_modelview0
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#define UNITY_MATRIX_T_MV glstate_matrix_transpose_modelview0
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#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0
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// ----------------------------------------------------------------------------
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CBUFFER_START(UnityPerCamera)
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// Time (t = time since current level load) values from Unity
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float4 _Time; // (t/20, t, t*2, t*3)
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float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
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float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
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float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt
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#ifndef UNITY_SINGLE_PASS_STEREO
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float3 _WorldSpaceCameraPos;
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#endif
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// x = 1 or -1 (-1 if projection is flipped)
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// y = near plane
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// z = far plane
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// w = 1/far plane
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float4 _ProjectionParams;
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// x = width
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// y = height
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// z = 1 + 1.0/width
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// w = 1 + 1.0/height
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float4 _ScreenParams;
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// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
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// x = 1-far/near
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// y = far/near
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// z = x/far
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// w = y/far
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float4 _ZBufferParams;
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// x = orthographic camera's width
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// y = orthographic camera's height
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// z = unused
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// w = 1.0 if camera is ortho, 0.0 if perspective
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float4 unity_OrthoParams;
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CBUFFER_END
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CBUFFER_START(UnityPerCameraRare)
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float4 unity_CameraWorldClipPlanes[6];
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// Projection matrices of the camera. Note that this might be different from projection matrix
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// that is set right now, e.g. while rendering shadows the matrices below are still the projection
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// of original camera.
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float4x4 unity_CameraProjection;
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float4x4 unity_CameraInvProjection;
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#ifndef UNITY_SINGLE_PASS_STEREO
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float4x4 unity_WorldToCamera;
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float4x4 unity_CameraToWorld;
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#endif
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CBUFFER_END
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// ----------------------------------------------------------------------------
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CBUFFER_START(UnityPerDraw)
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#ifndef UNITY_SINGLE_PASS_STEREO
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float4x4 glstate_matrix_mvp;
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#endif
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// Use center position for stereo rendering
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float4x4 glstate_matrix_modelview0;
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float4x4 glstate_matrix_invtrans_modelview0;
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float4x4 unity_ObjectToWorld;
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float4x4 unity_WorldToObject;
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float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
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float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
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CBUFFER_END
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#ifdef UNITY_SINGLE_PASS_STEREO
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CBUFFER_START(UnityPerEye)
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float3 _WorldSpaceCameraPos;
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float4x4 glstate_matrix_projection;
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float4x4 unity_MatrixV;
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float4x4 unity_MatrixVP;
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float4x4 unity_WorldToCamera;
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float4x4 unity_CameraToWorld;
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CBUFFER_END
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#endif
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CBUFFER_START(UnityPerDrawRare)
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float4x4 glstate_matrix_transpose_modelview0;
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#ifdef UNITY_SINGLE_PASS_STEREO
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float4x4 glstate_matrix_mvp;
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#endif
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CBUFFER_END
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// ----------------------------------------------------------------------------
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CBUFFER_START(UnityPerFrame)
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#ifndef UNITY_SINGLE_PASS_STEREO
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float4x4 glstate_matrix_projection;
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float4x4 unity_MatrixV;
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float4x4 unity_MatrixVP;
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#endif
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float4 glstate_lightmodel_ambient;
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float4 unity_AmbientSky;
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float4 unity_AmbientEquator;
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float4 unity_AmbientGround;
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float4 unity_IndirectSpecColor;
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CBUFFER_END
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CBUFFER_START(UnityLighting)
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// SH lighting environment
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float4 unity_SHAr;
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float4 unity_SHAg;
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float4 unity_SHAb;
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float4 unity_SHBr;
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float4 unity_SHBg;
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float4 unity_SHBb;
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float4 unity_SHC;
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CBUFFER_END
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// Main lightmap
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TEXTURE2D(unity_Lightmap);
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SAMPLER2D(samplerunity_Lightmap);
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// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler)
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TEXTURE2D(unity_LightmapInd);
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// Dynamic GI lightmap
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TEXTURE2D(unity_DynamicLightmap);
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SAMPLER2D(samplerunity_DynamicLightmap);
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TEXTURE2D(unity_DynamicDirectionality);
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CBUFFER_START(UnityLightmaps)
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float4 unity_LightmapST;
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float4 unity_DynamicLightmapST;
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CBUFFER_END
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// TODO: Change code here so probe volume use only one transform instead of all this parameters!
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TEXTURE3D(unity_ProbeVolumeSH);
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SAMPLER3D(samplerunity_ProbeVolumeSH)
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CBUFFER_START(UnityProbeVolume)
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// x = Disabled(0)/Enabled(1)
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// y = Computation are done in global space(0) or local space(1)
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// z = Texel size on U texture coordinate
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float4 unity_ProbeVolumeParams;
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float4x4 unity_ProbeVolumeWorldToObject;
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float3 unity_ProbeVolumeSizeInv;
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float3 unity_ProbeVolumeMin;
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CBUFFER_END
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CBUFFER_START(UnityVelocityPass)
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float4x4 _NonJitteredVP;
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float4x4 _PreviousVP;
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float4x4 _PreviousM;
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bool _HasLastPositionData;
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bool _ForceNoMotion;
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float _MotionVectorDepthBias;
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CBUFFER_END
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// ----------------------------------------------------------------------------
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// TODO: move this to constant buffer by Pass
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float4 _ScreenSize;
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float4x4 GetObjectToWorldMatrix()
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{
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return unity_ObjectToWorld;
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}
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float4x4 GetWorldToObjectMatrix()
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{
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return unity_WorldToObject;
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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_MatrixVP;
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}
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// Transform from clip space to homogenous world space
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float4x4 GetClipToHWorldMatrix()
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{
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return glstate_matrix_inv_projection;
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}
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float GetOdddNegativeScale()
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{
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return unity_WorldTransformParams.w;
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}
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float4x4 GetObjectToWorldViewMatrix()
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{
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return glstate_matrix_modelview0;
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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 TransformObjectToView(float3 positionOS)
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{
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return mul(GetObjectToWorldViewMatrix(), float4(positionOS, 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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// 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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float3x3 CreateTangentToWorld(float3 normal, float3 tangent, float tangentSign)
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{
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// For odd-negative scale transforms we need to flip the sign
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float sign = tangentSign * GetOdddNegativeScale();
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float3 bitangent = cross(normal, tangent) * sign;
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return float3x3(tangent, bitangent, normal);
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}
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// Computes world space view direction, from object space position
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float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
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{
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return normalize(_WorldSpaceCameraPos.xyz - positionWS);
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}
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float3 TransformTangentToWorld(float3 dirTS, float3 tangentToWorld[3])
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{
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// TODO check: do we need to normalize ?
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return normalize(mul(dirTS, float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz)));
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}
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// Assume TBN is orthonormal.
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float3 TransformWorldToTangent(float3 dirWS, float3 tangentToWorld[3])
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{
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// TODO check: do we need to normalize ?
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return normalize(mul(float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz), dirWS));
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}
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#endif // UNITY_SHADER_VARIABLES_INCLUDED
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