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- // The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
- // UNITY_SHADER_NO_UPGRADE
- #ifndef _VLB_SHADER_MATHS_INCLUDED_
- #define _VLB_SHADER_MATHS_INCLUDED_
- inline float dot2(float2 v) { return dot(v,v); }
- inline float lerpClamped(float a, float b, float t) { return lerp(a, b, saturate(t)); }
- inline float invLerp(float a, float b, float t) { return (t - a) / (b - a); }
- inline float invLerpClamped(float a, float b, float t) { return saturate(invLerp(a, b, t)); }
- inline float fromABtoCD_Clamped(float valueAB, float A, float B, float C, float D) { return lerpClamped(C, D, invLerpClamped(A, B, valueAB)); }
- // Returns 1.0 if a >= b, 0.0 otherwise
- inline float isEqualOrGreater(float a, float b) { return step(b, a); }
- // Get signed distance of pos from the plane (normal ; d).
- // Normal should be normalized.
- // If we want to disable this feature, we could set normal and d to 0 (no discard in this case).
- inline float DistanceToPlane(float3 pos, float3 normal, float d) { return dot(normal, pos) + d; }
- // https://www.iquilezles.org/www/articles/functions/functions.htm
- // A nice choice to remap the 0..1 interval into 0..1, such that the corners are mapped to 0 and the center to 1.
- // In other words, parabola(0) = parabola(1) = 0, and parabola(1/2) = 1.
- inline float parabola( float x, float k )
- {
- return pow( 4.0*x*(1.0-x), k );
- }
- // https://en.wikipedia.org/wiki/Smoothstep
- inline float smootherstep(float edge0, float edge1, float x)
- {
- // Scale, and clamp x to 0..1 range
- x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
- // Evaluate polynomial
- return x*x*x*(x*(x * 6 - 15) + 10);
- }
- #endif
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