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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Ported from CGinc version
#ifndef UNITY_CUSTOM_TEXTURE_INCLUDED
#define UNITY_CUSTOM_TEXTURE_INCLUDED
//#include "UnityCG.cginc"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
// Keep in sync with CustomRenderTexture.h
#define kCustomTextureBatchSize 16
struct appdata_customrendertexture
{
uint vertexID : SV_VertexID;
};
// User facing vertex to fragment shader structure
struct v2f_customrendertexture
{
float4 vertex : SV_POSITION;
float3 localTexcoord : TEXCOORD0; // Texcoord local to the update zone (== globalTexcoord if no partial update zone is specified)
float3 globalTexcoord : TEXCOORD1; // Texcoord relative to the complete custom texture
uint primitiveID : TEXCOORD2; // Index of the update zone (correspond to the index in the updateZones of the Custom Texture)
float3 direction : TEXCOORD3; // For cube textures, direction of the pixel being rendered in the cubemap
};
float2 CustomRenderTextureRotate2D(float2 pos, float angle)
{
float sn = sin(angle);
float cs = cos(angle);
return float2( pos.x * cs - pos.y * sn, pos.x * sn + pos.y * cs);
}
// Internal
float4 CustomRenderTextureCenters[kCustomTextureBatchSize];
float4 CustomRenderTextureSizesAndRotations[kCustomTextureBatchSize];
float CustomRenderTexturePrimitiveIDs[kCustomTextureBatchSize];
float4 CustomRenderTextureParameters;
#define CustomRenderTextureUpdateSpace CustomRenderTextureParameters.x // Normalized(0)/PixelSpace(1)
#define CustomRenderTexture3DTexcoordW CustomRenderTextureParameters.y
#define CustomRenderTextureIs3D CustomRenderTextureParameters.z
// User facing uniform variables
float4 _CustomRenderTextureInfo; // x = width, y = height, z = depth, w = face/3DSlice
// Helpers
#define _CustomRenderTextureWidth _CustomRenderTextureInfo.x
#define _CustomRenderTextureHeight _CustomRenderTextureInfo.y
#define _CustomRenderTextureDepth _CustomRenderTextureInfo.z
// Those two are mutually exclusive so we can use the same slot
#define _CustomRenderTextureCubeFace _CustomRenderTextureInfo.w
#define _CustomRenderTexture3DSlice _CustomRenderTextureInfo.w
TEXTURE2D(_SelfTexture2D);
SAMPLER(sampler_SelfTexture2D);
TEXTURECUBE(_SelfTextureCube);
SAMPLER(sampler_SelfTextureCube);
TEXTURE3D(_SelfTexture3D);
SAMPLER(sampler_SelfTexture3D);
float3 CustomRenderTextureComputeCubeDirection(float2 globalTexcoord)
{
float2 xy = globalTexcoord * 2.0 - 1.0;
float3 direction;
if(_CustomRenderTextureCubeFace == 0.0)
{
direction = normalize(float3(1.0, -xy.y, -xy.x));
}
else if(_CustomRenderTextureCubeFace == 1.0)
{
direction = normalize(float3(-1.0, -xy.y, xy.x));
}
else if(_CustomRenderTextureCubeFace == 2.0)
{
direction = normalize(float3(xy.x, 1.0, xy.y));
}
else if(_CustomRenderTextureCubeFace == 3.0)
{
direction = normalize(float3(xy.x, -1.0, -xy.y));
}
else if(_CustomRenderTextureCubeFace == 4.0)
{
direction = normalize(float3(xy.x, -xy.y, 1.0));
}
else if(_CustomRenderTextureCubeFace == 5.0)
{
direction = normalize(float3(-xy.x, -xy.y, -1.0));
}
return direction;
}
// standard custom texture vertex shader that should always be used
v2f_customrendertexture CustomRenderTextureVertexShader(appdata_customrendertexture IN)
{
v2f_customrendertexture OUT;
#if UNITY_UV_STARTS_AT_TOP
const float2 vertexPositions[6] =
{
{ -1.0f, 1.0f },
{ -1.0f, -1.0f },
{ 1.0f, -1.0f },
{ 1.0f, 1.0f },
{ -1.0f, 1.0f },
{ 1.0f, -1.0f }
};
const float2 texCoords[6] =
{
{ 0.0f, 0.0f },
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 1.0f }
};
#else
const float2 vertexPositions[6] =
{
{ 1.0f, 1.0f },
{ -1.0f, -1.0f },
{ -1.0f, 1.0f },
{ -1.0f, -1.0f },
{ 1.0f, 1.0f },
{ 1.0f, -1.0f }
};
const float2 texCoords[6] =
{
{ 1.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f }
};
#endif
uint primitiveID = IN.vertexID / 6;
uint vertexID = IN.vertexID % 6;
float3 updateZoneCenter = CustomRenderTextureCenters[primitiveID].xyz;
float3 updateZoneSize = CustomRenderTextureSizesAndRotations[primitiveID].xyz;
float rotation = CustomRenderTextureSizesAndRotations[primitiveID].w * PI / 180.0f;
#if !UNITY_UV_STARTS_AT_TOP
rotation = -rotation;
#endif
// Normalize rect if needed
if (CustomRenderTextureUpdateSpace > 0.0) // Pixel space
{
// Normalize xy because we need it in clip space.
updateZoneCenter.xy /= _CustomRenderTextureInfo.xy;
updateZoneSize.xy /= _CustomRenderTextureInfo.xy;
}
else // normalized space
{
// Un-normalize depth because we need actual slice index for culling
updateZoneCenter.z *= _CustomRenderTextureInfo.z;
updateZoneSize.z *= _CustomRenderTextureInfo.z;
}
// Compute rotation
// Compute quad vertex position
float2 clipSpaceCenter = updateZoneCenter.xy * 2.0 - 1.0;
float2 pos = vertexPositions[vertexID] * updateZoneSize.xy;
pos = CustomRenderTextureRotate2D(pos, rotation);
pos.x += clipSpaceCenter.x;
#if UNITY_UV_STARTS_AT_TOP
pos.y += clipSpaceCenter.y;
#else
pos.y -= clipSpaceCenter.y;
#endif
// For 3D texture, cull quads outside of the update zone
// This is neeeded in additional to the preliminary minSlice/maxSlice done on the CPU because update zones can be disjointed.
// ie: slices [1..5] and [10..15] for two differents zones so we need to cull out slices 0 and [6..9]
if (CustomRenderTextureIs3D > 0.0)
{
int minSlice = (int)(updateZoneCenter.z - updateZoneSize.z * 0.5);
int maxSlice = minSlice + (int)updateZoneSize.z;
if (_CustomRenderTexture3DSlice < minSlice || _CustomRenderTexture3DSlice >= maxSlice)
{
pos.xy = float2(1000.0, 1000.0); // Vertex outside of ncs
}
}
OUT.vertex = float4(pos, 0.0, 1.0);
OUT.primitiveID = asuint(CustomRenderTexturePrimitiveIDs[primitiveID]);
OUT.localTexcoord = float3(texCoords[vertexID], CustomRenderTexture3DTexcoordW);
OUT.globalTexcoord = float3(pos.xy * 0.5 + 0.5, CustomRenderTexture3DTexcoordW);
#if UNITY_UV_STARTS_AT_TOP
OUT.globalTexcoord.y = 1.0 - OUT.globalTexcoord.y;
#endif
OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy);
return OUT;
}
struct appdata_init_customrendertexture
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
// User facing vertex to fragment structure for initialization materials
struct v2f_init_customrendertexture
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 direction : TEXCOORD1;
};
// standard custom texture vertex shader that should always be used for initialization shaders
v2f_init_customrendertexture InitCustomRenderTextureVertexShader (appdata_init_customrendertexture v)
{
v2f_init_customrendertexture o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW);
o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy);
return o;
}
#endif // UNITY_CUSTOM_TEXTURE_INCLUDED