UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl
2024-10-27 10:53:47 +03:00

225 lines
14 KiB
HLSL

#ifndef UNIVERSAL_PIPELINE_CORE_INCLUDED
#define UNIVERSAL_PIPELINE_CORE_INCLUDED
// VT is not supported in URP (for now) this ensures any shaders using the VT
// node work by falling to regular texture sampling.
#define FORCE_VIRTUAL_TEXTURING_OFF 1
#if defined(_FORWARD_PLUS)
#define _ADDITIONAL_LIGHTS 1
#undef _ADDITIONAL_LIGHTS_VERTEX
#define USE_FORWARD_PLUS 1
#else
#define USE_FORWARD_PLUS 0
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#if UNITY_REVERSED_Z
// TODO: workaround. There's a bug where SHADER_API_GL_CORE gets erroneously defined on switch.
#if (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES3)
//GL with reversed z => z clip range is [near, -far] -> remapping to [0, far]
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max((coord - _ProjectionParams.y)/(-_ProjectionParams.z-_ProjectionParams.y)*_ProjectionParams.z, 0)
#else
//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
//max is required to protect ourselves from near plane not being correct/meaningful in case of oblique matrices.
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
#endif
#elif UNITY_UV_STARTS_AT_TOP
//D3d without reversed z => z clip range is [0, far] -> nothing to do
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#else
//Opengl => z clip range is [-near, far] -> remapping to [0, far]
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((coord + _ProjectionParams.y)/(_ProjectionParams.z+_ProjectionParams.y))*_ProjectionParams.z, 0)
#endif
// Stereo-related bits
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SLICE_ARRAY_INDEX unity_StereoEyeIndex
#define TEXTURE2D_X(textureName) TEXTURE2D_ARRAY(textureName)
#define TYPED_TEXTURE2D_X(type, textureName) TYPED_TEXTURE2D_ARRAY(type, textureName)
#define TEXTURE2D_X_PARAM(textureName, samplerName) TEXTURE2D_ARRAY_PARAM(textureName, samplerName)
#define TEXTURE2D_X_ARGS(textureName, samplerName) TEXTURE2D_ARRAY_ARGS(textureName, samplerName)
#define TEXTURE2D_X_HALF(textureName) TEXTURE2D_ARRAY_HALF(textureName)
#define TEXTURE2D_X_FLOAT(textureName) TEXTURE2D_ARRAY_FLOAT(textureName)
// We need to redeclare these macros for XR reasons to actually utilise the Texture2DArrays
// TODO: add MSAA support, which is not being used anywhere in URP at the moment
#undef FRAMEBUFFER_INPUT_X_HALF
#undef FRAMEBUFFER_INPUT_X_FLOAT
#undef FRAMEBUFFER_INPUT_X_INT
#undef FRAMEBUFFER_INPUT_X_UINT
#undef LOAD_FRAMEBUFFER_X_INPUT
#if defined(SHADER_API_METAL) && defined(UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK)
#define RENDERPASS_DECLARE_FALLBACK_X(T, idx) \
Texture2DArray<T> _UnityFBInput##idx; float4 _UnityFBInput##idx##_TexelSize; \
inline T ReadFBInput_##idx(bool var, uint2 coord) { \
[branch]if(var) { return hlslcc_fbinput_##idx; } \
else { return _UnityFBInput##idx.Load(uint4(coord, SLICE_ARRAY_INDEX, 0)); } \
}
#define FRAMEBUFFER_INPUT_X_HALF(idx) cbuffer hlslcc_SubpassInput_f_##idx { half4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(half4, idx)
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) cbuffer hlslcc_SubpassInput_f_##idx { float4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(float4, idx)
#define FRAMEBUFFER_INPUT_X_INT(idx) cbuffer hlslcc_SubpassInput_f_##idx { int4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(int4, idx)
#define FRAMEBUFFER_INPUT_X_UINT(idx) cbuffer hlslcc_SubpassInput_f_##idx { uint4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(uint4, idx)
#define LOAD_FRAMEBUFFER_X_INPUT(idx, v2fname) ReadFBInput_##idx(hlslcc_fbfetch_##idx, uint2(v2fname.xy))
#elif !defined(PLATFORM_SUPPORTS_NATIVE_RENDERPASS)
#define FRAMEBUFFER_INPUT_X_HALF(idx) TEXTURE2D_X_HALF(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) TEXTURE2D_X_FLOAT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_INT(idx) TEXTURE2D_X_INT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_UINT(idx) TEXTURE2D_X_UINT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define LOAD_FRAMEBUFFER_X_INPUT(idx, v2fname) _UnityFBInput##idx.Load(uint4(v2fname.xy, SLICE_ARRAY_INDEX, 0))
#else
#define FRAMEBUFFER_INPUT_X_HALF(idx) FRAMEBUFFER_INPUT_HALF(idx)
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) FRAMEBUFFER_INPUT_FLOAT(idx)
#define FRAMEBUFFER_INPUT_X_INT(idx) FRAMEBUFFER_INPUT_INT(idx)
#define FRAMEBUFFER_INPUT_X_UINT(idx) FRAMEBUFFER_INPUT_UINT(idx)
#define LOAD_FRAMEBUFFER_X_INPUT(idx, v2fname) LOAD_FRAMEBUFFER_INPUT(idx, v2fname)
#endif
#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, SLICE_ARRAY_INDEX)
#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod)
#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod)
#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_ALPHA_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_ALPHA_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#else
#define SLICE_ARRAY_INDEX 0
#define TEXTURE2D_X(textureName) TEXTURE2D(textureName)
#define TYPED_TEXTURE2D_X(type, textureName) TYPED_TEXTURE2D(type, textureName)
#define TEXTURE2D_X_PARAM(textureName, samplerName) TEXTURE2D_PARAM(textureName, samplerName)
#define TEXTURE2D_X_ARGS(textureName, samplerName) TEXTURE2D_ARGS(textureName, samplerName)
#define TEXTURE2D_X_HALF(textureName) TEXTURE2D_HALF(textureName)
#define TEXTURE2D_X_FLOAT(textureName) TEXTURE2D_FLOAT(textureName)
#define FRAMEBUFFER_INPUT_X_HALF(idx) FRAMEBUFFER_INPUT_HALF(idx)
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) FRAMEBUFFER_INPUT_FLOAT(idx)
#define FRAMEBUFFER_INPUT_X_INT(idx) FRAMEBUFFER_INPUT_INT(idx)
#define FRAMEBUFFER_INPUT_X_UINT(idx) FRAMEBUFFER_INPUT_UINT(idx)
#define LOAD_FRAMEBUFFER_X_INPUT(idx, v2fname) LOAD_FRAMEBUFFER_INPUT(idx, v2fname)
#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D(textureName, unCoord2)
#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod)
#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D(textureName, samplerName, coord2)
#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2)
#endif
///
/// Texture Sampling Macro Overrides for Scaling
///
/// When mip bias is supported by the underlying platform, the following section redefines all 2d texturing operations to support a global mip bias feature.
/// This feature is used to improve rendering quality when image scaling is active. It achieves this by adding a bias value to the standard mip lod calculation
/// which allows us to select the mip level based on the final image resolution rather than the current rendering resolution.
#ifdef PLATFORM_SAMPLE_TEXTURE2D_BIAS
#ifdef SAMPLE_TEXTURE2D
#undef SAMPLE_TEXTURE2D
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) \
PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, _GlobalMipBias.x)
#endif
#ifdef SAMPLE_TEXTURE2D_BIAS
#undef SAMPLE_TEXTURE2D_BIAS
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) \
PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, (bias + _GlobalMipBias.x))
#endif
#endif
#ifdef PLATFORM_SAMPLE_TEXTURE2D_GRAD
#ifdef SAMPLE_TEXTURE2D_GRAD
#undef SAMPLE_TEXTURE2D_GRAD
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) \
PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, (dpdx * _GlobalMipBias.y), (dpdy * _GlobalMipBias.y))
#endif
#endif
#ifdef PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS
#ifdef SAMPLE_TEXTURE2D_ARRAY
#undef SAMPLE_TEXTURE2D_ARRAY
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) \
PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, _GlobalMipBias.x)
#endif
#ifdef SAMPLE_TEXTURE2D_ARRAY_BIAS
#undef SAMPLE_TEXTURE2D_ARRAY_BIAS
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) \
PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, (bias + _GlobalMipBias.x))
#endif
#endif
#ifdef PLATFORM_SAMPLE_TEXTURECUBE_BIAS
#ifdef SAMPLE_TEXTURECUBE
#undef SAMPLE_TEXTURECUBE
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) \
PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, _GlobalMipBias.x)
#endif
#ifdef SAMPLE_TEXTURECUBE_BIAS
#undef SAMPLE_TEXTURECUBE_BIAS
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) \
PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, (bias + _GlobalMipBias.x))
#endif
#endif
#ifdef PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS
#ifdef SAMPLE_TEXTURECUBE_ARRAY
#undef SAMPLE_TEXTURECUBE_ARRAY
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)\
PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, _GlobalMipBias.x)
#endif
#ifdef SAMPLE_TEXTURECUBE_ARRAY_BIAS
#undef SAMPLE_TEXTURECUBE_ARRAY_BIAS
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)\
PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, (bias + _GlobalMipBias.x))
#endif
#endif
#define VT_GLOBAL_MIP_BIAS_MULTIPLIER (_GlobalMipBias.y)
// Structs
struct VertexPositionInputs
{
float3 positionWS; // World space position
float3 positionVS; // View space position
float4 positionCS; // Homogeneous clip space position
float4 positionNDC;// Homogeneous normalized device coordinates
};
struct VertexNormalInputs
{
real3 tangentWS;
real3 bitangentWS;
float3 normalWS;
};
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
#endif