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// Provies missing variables for the FullScreen pass
#ifndef FULLSCREEN_COMMON_INCLUDED
#define FULLSCREEN_COMMON_INCLUDED
struct FragOutput
{
float4 color : SV_TARGET;
#ifdef DEPTH_WRITE
float depth : DEPTH_OFFSET_SEMANTIC;
#endif
};
float4x4 inverse(float4x4 m) {
float
a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
return float4x4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00) / det;
}
// Some render pipeline don't have access to the inverse view projection matrix
// It's okay to compute it in the vertex shader because we only have 3 to 4 vertices
void BuildVaryingsWithoutInverseProjection(Attributes input, inout Varyings output)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texCoord0 = output.positionCS * 0.5 + 0.5;
#if UNITY_UV_STARTS_AT_TOP
if (_FlipY < 0.5)
output.texCoord0.y = 1 - output.texCoord0.y;
#endif
float3x3 inverseView = (float3x3)inverse(UNITY_MATRIX_V);
float4x4 inverseProj = inverse(UNITY_MATRIX_P);
float4 viewDirectionEyeSpace = mul(inverseProj, float4(output.positionCS.xyz, 1));
float3 viewDirectionWS = mul(inverseView, viewDirectionEyeSpace.xyz).xyz;
// Encode view direction in texCoord1
output.texCoord1.xyz = viewDirectionWS;
}
void BuildVaryings(Attributes input, inout Varyings output)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texCoord0 = output.positionCS * 0.5 + 0.5;
#if UNITY_UV_STARTS_AT_TOP
if (_FlipY < 0.5)
output.texCoord0.y = 1 - output.texCoord0.y;
#endif
float3 p = ComputeWorldSpacePosition(output.positionCS, UNITY_MATRIX_I_VP);
// Encode view direction in texCoord1
output.texCoord1.xyz = GetWorldSpaceViewDir(p);
}
float4 GetDrawProceduralVertexPosition(uint vertexID)
{
return GetFullScreenTriangleVertexPosition(vertexID, UNITY_NEAR_CLIP_VALUE);
}
float4 GetBlitVertexPosition(uint vertexID)
{
float4 positionCS = GetQuadVertexPosition(vertexID);
positionCS.xy = positionCS.xy * 2 - 1;
return positionCS;
}
float4 GetBlitVertexPositionFromPositionOS(float3 positionOS)
{
return float4(positionOS.xy * 2 - 1, UNITY_NEAR_CLIP_VALUE, 1);
}
FragOutput DefaultFullscreenFragmentShader(PackedVaryings packedInput)
{
FragOutput output = (FragOutput)0;
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
output.color.rgb = surfaceDescription.BaseColor;
output.color.a = surfaceDescription.Alpha;
#if defined(DEPTH_WRITE)
float n = _ProjectionParams.y;
float f = _ProjectionParams.z;
#if defined(DEPTH_WRITE_MODE_EYE)
// Reverse of LinearEyeDepth
float d = rcp(max(surfaceDescription.FullscreenEyeDepth, 0.000000001));
output.depth = (d - _ZBufferParams.w) / _ZBufferParams.z;
#endif
#if defined(DEPTH_WRITE_MODE_LINEAR01)
// Reverse of Linear01Depth
float d = rcp(max(surfaceDescription.FullscreenLinear01Depth, 0.000000001));
output.depth = (d - _ZBufferParams.y) / _ZBufferParams.x;
#endif
#if defined(DEPTH_WRITE_MODE_RAW)
output.depth = surfaceDescription.FullscreenRawDepth;
#endif
#endif
return output;
}
#endif // FULLSCREEN_COMMON_INCLUDED