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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_SPECIFIC_INCLUDED_
- #define _VLB_SHADER_SPECIFIC_INCLUDED_
- // POSITION TRANSFORM
- #if UNITY_VERSION < 540
- #define __VLBMatrixWorldToObject _World2Object
- #define __VLBMatrixObjectToWorld _Object2World
- #define __VLBMatrixV UNITY_MATRIX_V
- inline float4 VLBObjectToClipPos(in float3 pos) { return mul(UNITY_MATRIX_MVP, float4(pos, 1.0)); }
- #else
- #if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
- #define __VLBMatrixWorldToObject UNITY_ACCESS_INSTANCED_PROP(Props, _WorldToLocalMatrix)
- #define __VLBMatrixObjectToWorld UNITY_ACCESS_INSTANCED_PROP(Props, _LocalToWorldMatrix)
- #define __VLBMatrixV unity_MatrixV
- inline float4 VLBObjectToClipPos(in float3 pos) { return mul(mul(unity_MatrixVP, __VLBMatrixObjectToWorld), float4(pos, 1.0)); }
- #else
- #define __VLBMatrixWorldToObject unity_WorldToObject
- #define __VLBMatrixObjectToWorld unity_ObjectToWorld
- #define __VLBMatrixV UNITY_MATRIX_V
- #define VLBObjectToClipPos UnityObjectToClipPos
- #endif
- #endif
- inline float4 VLBObjectToWorldPos(in float4 pos) { return mul(__VLBMatrixObjectToWorld, pos); }
- #define VLBWorldToViewPos(pos) (mul(__VLBMatrixV, float4(pos.xyz, 1.0)).xyz)
- // FRUSTUM PLANES
- #define VLBFrustumPlanes unity_CameraWorldClipPlanes
- // CAMERA
- inline float3 __VLBWorldToObjectPos(in float3 pos) { return mul(__VLBMatrixWorldToObject, float4(pos, 1.0)).xyz; }
- inline float3 VLBGetCameraPositionObjectSpace(float3 scaleObjectSpace)
- {
- return __VLBWorldToObjectPos(_WorldSpaceCameraPos).xyz * scaleObjectSpace;
- }
- // DEPTH
- #ifndef UNITY_DECLARE_DEPTH_TEXTURE // handle Unity pre 5.6.0
- #define UNITY_DECLARE_DEPTH_TEXTURE(tex) sampler2D_float tex
- #endif
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- #define VLBSampleDepthTexture(/*float4*/uv) (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, (uv)/(uv.w)))
- #define VLBLinearEyeDepth(depth) (LinearEyeDepth(depth))
- // FOG
- #define VLB_FOG_UNITY_BUILTIN_COORDS
- #if VLB_ALPHA_AS_BLACK
- #define VLB_FOG_APPLY(color) \
- float4 fogColor = unity_FogColor; \
- fogColor.rgb *= color.a; \
- UNITY_APPLY_FOG_COLOR(i.fogCoord, color, fogColor);
- // since we use this shader with Additive blending, fog color should be modulated by general alpha
- #else
- #define VLB_FOG_APPLY(color) UNITY_APPLY_FOG(i.fogCoord, color);
- #endif
- #endif // _VLB_SHADER_SPECIFIC_INCLUDED_
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