#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 _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