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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_
- /////////////////////////////////////////////////////
- // Redefine missing functions from legacy pipeline
- /////////////////////////////////////////////////////
- inline float4 ComputeNonStereoScreenPos(float4 pos)
- {
- float4 o = pos * 0.5f;
- o.xy = float2(o.x, o.y * _ProjectionParams.x) + o.w;
- o.zw = pos.zw;
- return o;
- }
- #define TransformStereoScreenSpaceTex(uv, w) uv
- inline float4 ComputeScreenPos(float4 pos)
- {
- float4 o = ComputeNonStereoScreenPos(pos);
- #if defined(UNITY_SINGLE_PASS_STEREO)
- o.xy = TransformStereoScreenSpaceTex(o.xy, pos.w);
- #endif
- return o;
- }
- /////////////////////////////////////////////////////
- // POSITION TRANSFORM
- inline float4 VLBObjectToClipPos(in float3 pos) { return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1.0))); }
- // Don't use UNITY_MATRIX_M directly here, because ApplyCameraTranslationToMatrix has been applied to it to substract the camera position.
- // But we can't use GetRawUnityObjectToWorld neither, since it doesn't work on Unity 2018.4.19 and HDRP 4.10.0 with GPUInstancing.
- // So we counter the effect of ApplyCameraTranslationToMatrix by adding the _WorldSpaceCameraPos back.
- inline float4 VLBObjectToWorldPos(in float4 pos)
- {
- float4x4 modelMatrix = UNITY_MATRIX_M;
- #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
- modelMatrix._m03_m13_m23 += _WorldSpaceCameraPos;
- #endif
- return mul(modelMatrix, pos);
- }
- #define VLBObjectToViewPos(pos) (mul(UNITY_MATRIX_V, mul(UNITY_MATRIX_M, float4(pos.xyz, 1.0))).xyz)
- // FRUSTUM PLANES
- #define VLBFrustumPlanes _FrustumPlanes
- // CAMERA
- inline float3 __VLBWorldToObjectPos(in float3 pos) { return mul(UNITY_MATRIX_I_M, float4(pos, 1.0)).xyz; }
- inline float3 VLBGetCameraPositionObjectSpace(float3 scaleObjectSpace)
- {
- // getting access directly to _WorldSpaceCameraPos gives wrong values
- return __VLBWorldToObjectPos(GetCurrentViewPosition()) * scaleObjectSpace;
- }
- // DEPTH
- #define VLBSampleDepthTexture(/*float4*/uv) (SampleCameraDepth((uv.xy) / (uv.w)))
- #define VLBLinearEyeDepth(depth) LinearEyeDepth((depth), _ZBufferParams)
- #endif // _VLB_SHADER_SPECIFIC_INCLUDED_
-
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