#ifndef __SKYUTILS_H__ #define __SKYUTILS_H__ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" float4x4 _PixelCoordToViewDirWS; #if defined(USING_STEREO_MATRICES) #define _PixelCoordToViewDirWS _XRPixelCoordToViewDirWS[unity_StereoEyeIndex] #endif // Generates a world-space view direction for sky and atmospheric effects float3 GetSkyViewDirWS(float2 positionCS) { float4 viewDirWS = mul(float4(positionCS.xy, 1.0f, 1.0f), _PixelCoordToViewDirWS); return normalize(viewDirWS.xyz); } // Returns latlong coords from view direction float2 GetLatLongCoords(float3 dir, float upperHemisphereOnly) { const float2 invAtan = float2(0.1591, 0.3183); // float2(INV_TWO_PI, INV_PI) float fastATan2 = FastAtan2(dir.x, dir.z); float2 uv = float2(fastATan2, FastASin(dir.y)) * invAtan + 0.5; uv.y = upperHemisphereOnly ? uv.y * 2.0 - 1.0 : uv.y; return uv; } float3 RotationUp(float3 p, float2 cos_sin) { float3 rotDirX = float3(cos_sin.x, 0, -cos_sin.y); float3 rotDirY = float3(cos_sin.y, 0, cos_sin.x); return float3(dot(rotDirX, p), p.y, dot(rotDirY, p)); } #endif // __SKYUTILS_H__