Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl
2024-08-26 23:07:20 +03:00

40 lines
1.2 KiB
HLSL

#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__