UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
#define UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.deprecated.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl"
VertexPositionInputs GetVertexPositionInputs(float3 positionOS)
{
VertexPositionInputs input;
input.positionWS = TransformObjectToWorld(positionOS);
input.positionVS = TransformWorldToView(input.positionWS);
input.positionCS = TransformWorldToHClip(input.positionWS);
float4 ndc = input.positionCS * 0.5f;
input.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
input.positionNDC.zw = input.positionCS.zw;
return input;
}
VertexNormalInputs GetVertexNormalInputs(float3 normalOS)
{
VertexNormalInputs tbn;
tbn.tangentWS = real3(1.0, 0.0, 0.0);
tbn.bitangentWS = real3(0.0, 1.0, 0.0);
tbn.normalWS = TransformObjectToWorldNormal(normalOS);
return tbn;
}
VertexNormalInputs GetVertexNormalInputs(float3 normalOS, float4 tangentOS)
{
VertexNormalInputs tbn;
// mikkts space compliant. only normalize when extracting normal at frag.
real sign = real(tangentOS.w) * GetOddNegativeScale();
tbn.normalWS = TransformObjectToWorldNormal(normalOS);
tbn.tangentWS = real3(TransformObjectToWorldDir(tangentOS.xyz));
tbn.bitangentWS = real3(cross(tbn.normalWS, float3(tbn.tangentWS))) * sign;
return tbn;
}
float4 GetScaledScreenParams()
{
return _ScaledScreenParams;
}
// Returns 'true' if the current view performs a perspective projection.
bool IsPerspectiveProjection()
{
return (unity_OrthoParams.w == 0);
}
float3 GetCameraPositionWS()
{
// Currently we do not support Camera Relative Rendering so
// we simply return the _WorldSpaceCameraPos until then
return _WorldSpaceCameraPos;
// We will replace the code above with this one once
// we start supporting Camera Relative Rendering
//#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
// return float3(0, 0, 0);
//#else
// return _WorldSpaceCameraPos;
//#endif
}
// Could be e.g. the position of a primary camera or a shadow-casting light.
float3 GetCurrentViewPosition()
{
// Currently we do not support Camera Relative Rendering so
// we simply return the _WorldSpaceCameraPos until then
return GetCameraPositionWS();
// We will replace the code above with this one once
// we start supporting Camera Relative Rendering
//#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
// return GetCameraPositionWS();
//#else
// // This is a generic solution.
// // However, for the primary camera, using '_WorldSpaceCameraPos' is better for cache locality,
// // and in case we enable camera-relative rendering, we can statically set the position is 0.
// return UNITY_MATRIX_I_V._14_24_34;
//#endif
}
// Returns the forward (central) direction of the current view in the world space.
float3 GetViewForwardDir()
{
float4x4 viewMat = GetWorldToViewMatrix();
return -viewMat[2].xyz;
}
// Computes the world space view direction (pointing towards the viewer).
float3 GetWorldSpaceViewDir(float3 positionWS)
{
if (IsPerspectiveProjection())
{
// Perspective
return GetCurrentViewPosition() - positionWS;
}
else
{
// Orthographic
return -GetViewForwardDir();
}
}
// Computes the object space view direction (pointing towards the viewer).
half3 GetObjectSpaceNormalizeViewDir(float3 positionOS)
{
if (IsPerspectiveProjection())
{
// Perspective
float3 V = TransformWorldToObject(GetCurrentViewPosition()) - positionOS;
return half3(normalize(V));
}
else
{
// Orthographic
return half3(TransformWorldToObjectNormal(-GetViewForwardDir()));
}
}
half3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
{
if (IsPerspectiveProjection())
{
// Perspective
float3 V = GetCurrentViewPosition() - positionWS;
return half3(normalize(V));
}
else
{
// Orthographic
return half3(-GetViewForwardDir());
}
}
// UNITY_MATRIX_V defines a right-handed view space with the Z axis pointing towards the viewer.
// This function reverses the direction of the Z axis (so that it points forward),
// making the view space coordinate system left-handed.
void GetLeftHandedViewSpaceMatrices(out float4x4 viewMatrix, out float4x4 projMatrix)
{
viewMatrix = UNITY_MATRIX_V;
viewMatrix._31_32_33_34 = -viewMatrix._31_32_33_34;
projMatrix = UNITY_MATRIX_P;
projMatrix._13_23_33_43 = -projMatrix._13_23_33_43;
}
// Constants that represent material surface types
//
// These are expected to align with the commonly used "_Surface" material property
static const half kSurfaceTypeOpaque = 0.0;
static const half kSurfaceTypeTransparent = 1.0;
// Returns true if the input value represents an opaque surface
bool IsSurfaceTypeOpaque(half surfaceType)
{
return (surfaceType == kSurfaceTypeOpaque);
}
// Returns true if the input value represents a transparent surface
bool IsSurfaceTypeTransparent(half surfaceType)
{
return (surfaceType == kSurfaceTypeTransparent);
}
// Only define the alpha clipping helpers when the alpha test define is present.
// This should help identify usage errors early.
#if defined(_ALPHATEST_ON)
// Returns true if AlphaToMask functionality is currently available
// NOTE: This does NOT guarantee that AlphaToMask is enabled for the current draw. It only indicates that AlphaToMask functionality COULD be enabled for it.
// In cases where AlphaToMask COULD be enabled, we export a specialized alpha value from the shader.
// When AlphaToMask is enabled: The specialized alpha value is combined with the sample mask
// When AlphaToMask is not enabled: The specialized alpha value is either written into the framebuffer or dropped entirely depending on the color write mask
bool IsAlphaToMaskAvailable()
{
return (_AlphaToMaskAvailable != 0.0);
}
// Returns a sharpened alpha value for use with alpha to coverage
// This function behaves correctly in cases where alpha and cutoff are constant values (degenerate usage of alpha clipping)
half SharpenAlphaStrict(half alpha, half alphaClipTreshold)
{
half dAlpha = fwidth(alpha);
return saturate(((alpha - alphaClipTreshold - (0.5 * dAlpha)) / max(dAlpha, 0.0001)) + 1.0);
}
// When AlphaToMask is available: Returns a modified alpha value that should be exported from the shader so it can be combined with the sample mask
// When AlphaToMask is not available: Terminates the current invocation if the alpha value is below the cutoff and returns the input alpha value otherwise
half AlphaClip(half alpha, half cutoff)
{
bool a2c = IsAlphaToMaskAvailable();
// We explicitly detect cases where the alpha cutoff threshold is zero or below.
// When this case occurs, we need to modify the alpha to coverage logic to avoid visual artifacts.
bool zeroCutoff = (cutoff <= 0.0);
// If the user has specified zero as the cutoff threshold, the expectation is that the shader will function as if alpha-clipping was disabled.
// Ideally, the user should just turn off the alpha-clipping feature in this case, but in order to make this case work as expected, we force alpha
// to 1.0 here to ensure that alpha-to-coverage never throws away samples when its active. (This would cause opaque objects to appear transparent)
half alphaToCoverageAlpha = zeroCutoff ? 1.0 : SharpenAlphaStrict(alpha, cutoff);
// When the alpha to coverage alpha is used for clipping, we subtract a small value from it to ensure that pixels with zero alpha exit early
// rather than running the entire shader and then multiplying the sample coverage mask by zero which outputs nothing.
half clipVal = (a2c && !zeroCutoff) ? (alphaToCoverageAlpha - 0.0001) : (alpha - cutoff);
// When alpha-to-coverage is available: Use the specialized value which will be exported from the shader and combined with the MSAA coverage mask.
// When alpha-to-coverage is not available: Use the "clipped" value. A clipped value will always result in thread termination via the clip() logic below.
half outputAlpha = a2c ? alphaToCoverageAlpha : alpha;
clip(clipVal);
return outputAlpha;
}
#endif
// Terminates the current invocation if the input alpha value is below the specified cutoff value and returns an updated alpha value otherwise.
// When provided, the offset value is added to the cutoff value during the comparison logic.
// The return value from this function should be exported as the final alpha value in fragment shaders so it can be combined with the MSAA coverage mask.
//
// When _ALPHATEST_ON is defined: The returned value follows the behavior noted in the AlphaClip function
// When _ALPHATEST_ON is not defined: The returned value is equal to the original alpha input parameter
//
// NOTE: When _ALPHATEST_ON is not defined, this function is effectively a no-op.
real AlphaDiscard(real alpha, real cutoff, real offset = real(0.0))
{
#if defined(_ALPHATEST_ON)
if (IsAlphaDiscardEnabled())
alpha = AlphaClip(alpha, cutoff + offset);
#endif
return alpha;
}
half OutputAlpha(half alpha, bool isTransparent)
{
if (isTransparent)
{
return alpha;
}
else
{
#if defined(_ALPHATEST_ON)
// Opaque materials should always export an alpha value of 1.0 unless alpha-to-coverage is available
return IsAlphaToMaskAvailable() ? alpha : 1.0;
#else
return 1.0;
#endif
}
}
half3 AlphaModulate(half3 albedo, half alpha)
{
// Fake alpha for multiply blend by lerping albedo towards 1 (white) using alpha.
// Manual adjustment for "lighter" multiply effect (similar to "premultiplied alpha")
// would be painting whiter pixels in the texture.
// This emulates that procedure in shader, so it should be applied to the base/source color.
#if defined(_ALPHAMODULATE_ON)
return lerp(half3(1.0, 1.0, 1.0), albedo, alpha);
#else
return albedo;
#endif
}
half3 AlphaPremultiply(half3 albedo, half alpha)
{
// Multiply alpha into albedo only for Preserve Specular material diffuse part.
// Preserve Specular material (glass like) has different alpha for diffuse and specular lighting.
// Logically this is "variable" Alpha blending.
// (HW blend mode is premultiply, but with alpha multiply in shader.)
#if defined(_ALPHAPREMULTIPLY_ON)
return albedo * alpha;
#endif
return albedo;
}
// Normalization used to depend on SHADER_QUALITY
// Currently we always normalize to avoid lighting issues
// and platform inconsistencies.
half3 NormalizeNormalPerVertex(half3 normalWS)
{
return normalize(normalWS);
}
float3 NormalizeNormalPerVertex(float3 normalWS)
{
return normalize(normalWS);
}
half3 NormalizeNormalPerPixel(half3 normalWS)
{
// With XYZ normal map encoding we sporadically sample normals with near-zero-length causing Inf/NaN
#if defined(UNITY_NO_DXT5nm) && defined(_NORMALMAP)
return SafeNormalize(normalWS);
#else
return normalize(normalWS);
#endif
}
float3 NormalizeNormalPerPixel(float3 normalWS)
{
#if defined(UNITY_NO_DXT5nm) && defined(_NORMALMAP)
return SafeNormalize(normalWS);
#else
return normalize(normalWS);
#endif
}
real ComputeFogFactorZ0ToFar(float z)
{
#if defined(FOG_LINEAR)
// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
float fogFactor = saturate(z * unity_FogParams.z + unity_FogParams.w);
return real(fogFactor);
#elif defined(FOG_EXP) || defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
// -density * z computed at vertex
return real(unity_FogParams.x * z);
#else
return real(0.0);
#endif
}
real ComputeFogFactor(float zPositionCS)
{
float clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(zPositionCS);
return ComputeFogFactorZ0ToFar(clipZ_0Far);
}
half ComputeFogIntensity(half fogFactor)
{
half fogIntensity = half(0.0);
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#if defined(FOG_EXP)
// factor = exp(-density*z)
// fogFactor = density*z compute at vertex
fogIntensity = saturate(exp2(-fogFactor));
#elif defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
// fogFactor = density*z compute at vertex
fogIntensity = saturate(exp2(-fogFactor * fogFactor));
#elif defined(FOG_LINEAR)
fogIntensity = fogFactor;
#endif
#endif
return fogIntensity;
}
// Force enable fog fragment shader evaluation
#define _FOG_FRAGMENT 1
real InitializeInputDataFog(float4 positionWS, real vertFogFactor)
{
real fogFactor = 0.0;
#if defined(_FOG_FRAGMENT)
#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
// Compiler eliminates unused math --> matrix.column_z * vec
float viewZ = -(mul(UNITY_MATRIX_V, positionWS).z);
// View Z is 0 at camera pos, remap 0 to near plane.
float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
#endif
#else
fogFactor = vertFogFactor;
#endif
return fogFactor;
}
float ComputeFogIntensity(float fogFactor)
{
float fogIntensity = 0.0;
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#if defined(FOG_EXP)
// factor = exp(-density*z)
// fogFactor = density*z compute at vertex
fogIntensity = saturate(exp2(-fogFactor));
#elif defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
// fogFactor = density*z compute at vertex
fogIntensity = saturate(exp2(-fogFactor * fogFactor));
#elif defined(FOG_LINEAR)
fogIntensity = fogFactor;
#endif
#endif
return fogIntensity;
}
half3 MixFogColor(half3 fragColor, half3 fogColor, half fogFactor)
{
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
half fogIntensity = ComputeFogIntensity(fogFactor);
// Workaround for UUM-61728: using a manual lerp to avoid rendering artifacts on some GPUs when Vulkan is used
fragColor = fragColor * fogIntensity + fogColor * (half(1.0) - fogIntensity);
#endif
return fragColor;
}
float3 MixFogColor(float3 fragColor, float3 fogColor, float fogFactor)
{
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
if (IsFogEnabled())
{
float fogIntensity = ComputeFogIntensity(fogFactor);
fragColor = lerp(fogColor, fragColor, fogIntensity);
}
#endif
return fragColor;
}
half3 MixFog(half3 fragColor, half fogFactor)
{
return MixFogColor(fragColor, half3(unity_FogColor.rgb), fogFactor);
}
float3 MixFog(float3 fragColor, float fogFactor)
{
return MixFogColor(fragColor, unity_FogColor.rgb, fogFactor);
}
// Linear depth buffer value between [0, 1] or [1, 0] to eye depth value between [near, far]
half LinearDepthToEyeDepth(half rawDepth)
{
#if UNITY_REVERSED_Z
return half(_ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth);
#else
return half(_ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth);
#endif
}
float LinearDepthToEyeDepth(float rawDepth)
{
#if UNITY_REVERSED_Z
return _ProjectionParams.z - (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
#else
return _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) * rawDepth;
#endif
}
void TransformScreenUV(inout float2 uv, float screenHeight)
{
#if UNITY_UV_STARTS_AT_TOP
uv.y = screenHeight - (uv.y * _ScaleBiasRt.x + _ScaleBiasRt.y * screenHeight);
#endif
}
void TransformScreenUV(inout float2 uv)
{
#if UNITY_UV_STARTS_AT_TOP
TransformScreenUV(uv, GetScaledScreenParams().y);
#endif
}
void TransformNormalizedScreenUV(inout float2 uv)
{
#if UNITY_UV_STARTS_AT_TOP
TransformScreenUV(uv, 1.0);
#endif
}
float2 GetNormalizedScreenSpaceUV(float2 positionCS)
{
float2 normalizedScreenSpaceUV = positionCS.xy * rcp(GetScaledScreenParams().xy);
TransformNormalizedScreenUV(normalizedScreenSpaceUV);
return normalizedScreenSpaceUV;
}
float2 GetNormalizedScreenSpaceUV(float4 positionCS)
{
return GetNormalizedScreenSpaceUV(positionCS.xy);
}
// Select uint4 component by index.
// Helper to improve codegen for 2d indexing (data[x][y])
// Replace:
// data[i / 4][i % 4];
// with:
// select4(data[i / 4], i % 4);
uint Select4(uint4 v, uint i)
{
// x = 0 = 00
// y = 1 = 01
// z = 2 = 10
// w = 3 = 11
uint mask0 = uint(int(i << 31) >> 31);
uint mask1 = uint(int(i << 30) >> 31);
return
(((v.w & mask0) | (v.z & ~mask0)) & mask1) |
(((v.y & mask0) | (v.x & ~mask0)) & ~mask1);
}
#if SHADER_TARGET < 45
uint URP_FirstBitLow(uint m)
{
// http://graphics.stanford.edu/~seander/bithacks.html#ZerosOnRightFloatCast
return (asuint((float)(m & asuint(-asint(m)))) >> 23) - 0x7F;
}
#define FIRST_BIT_LOW URP_FirstBitLow
#else
#define FIRST_BIT_LOW firstbitlow
#endif
#define UnityStereoTransformScreenSpaceTex(uv) uv
uint GetMeshRenderingLayer()
{
return asuint(unity_RenderingLayer.x);
}
float EncodeMeshRenderingLayer(uint renderingLayer)
{
// Force any bits above max to be skipped
renderingLayer &= _RenderingLayerMaxInt;
// This is copy of "real PackInt(uint i, uint numBits)" from com.unity.render-pipelines.core\ShaderLibrary\Packing.hlsl
// Differences of this copy:
// - Pre-computed rcpMaxInt
// - Returns float instead of real
float rcpMaxInt = _RenderingLayerRcpMaxInt;
return saturate(renderingLayer * rcpMaxInt);
}
uint DecodeMeshRenderingLayer(float renderingLayer)
{
// This is copy of "uint UnpackInt(real f, uint numBits)" from com.unity.render-pipelines.core\ShaderLibrary\Packing.hlsl
// Differences of this copy:
// - Pre-computed maxInt
// - Parameter f is float instead of real
uint maxInt = _RenderingLayerMaxInt;
return (uint)(renderingLayer * maxInt + 0.5); // Round instead of truncating
}
// TODO: implement
float GetCurrentExposureMultiplier()
{
return 1;
}
#endif // UNITY_SHADER_VARIABLES_FUNCTIONS_INCLUDED