forked from BilalY/Rasagar
227 lines
6.5 KiB
HLSL
227 lines
6.5 KiB
HLSL
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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float3 _LightDirection;
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#ifdef VFX_VARYING_PS_INPUTS
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void VFXTransformPSInputs(inout VFX_VARYING_PS_INPUTS input) {}
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float4 VFXApplyPreExposure(float4 color, float exposureWeight)
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{
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return color;
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}
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float4 VFXApplyPreExposure(float4 color, VFX_VARYING_PS_INPUTS input)
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{
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return color;
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}
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#endif
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float2 VFXGetNormalizedScreenSpaceUV(float4 clipPos)
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{
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return GetNormalizedScreenSpaceUV(clipPos);
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}
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void VFXEncodeMotionVector(float2 velocity, out float4 outBuffer)
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{
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outBuffer = float4(velocity.xy, 0, 0);
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}
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float4x4 VFXGetObjectToWorldMatrix()
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{
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// NOTE: If using the new generation path, explicitly call the object matrix (since the particle matrix is now baked into UNITY_MATRIX_M)
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#if defined(HAVE_VFX_MODIFICATION) && !defined(SHADER_STAGE_COMPUTE)
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return GetSGVFXUnityObjectToWorld();
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#else
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return GetObjectToWorldMatrix();
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#endif
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}
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float4x4 VFXGetWorldToObjectMatrix()
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{
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// NOTE: If using the new generation path, explicitly call the object matrix (since the particle matrix is now baked into UNITY_MATRIX_I_M)
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#if defined(HAVE_VFX_MODIFICATION) && !defined(SHADER_STAGE_COMPUTE)
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return GetSGVFXUnityWorldToObject();
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#else
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return GetWorldToObjectMatrix();
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#endif
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}
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float4 VFXTransformPositionWorldToClip(float3 posWS)
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{
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return TransformWorldToHClip(posWS);
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}
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float4 VFXTransformPositionWorldToNonJitteredClip(float3 posWS)
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{
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return mul(_NonJitteredViewProjMatrix, float4(posWS, 1.0f));
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}
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float4 VFXTransformPositionWorldToPreviousClip(float3 posWS)
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{
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return mul(_PrevViewProjMatrix, float4(posWS, 1.0f));
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}
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float4 VFXTransformPositionObjectToClip(float3 posOS)
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{
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float3 posWS = mul(VFXGetObjectToWorldMatrix(), float4(posOS,1)).xyz;
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return VFXTransformPositionWorldToClip(posWS);
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}
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float4 VFXTransformPositionObjectToNonJitteredClip(float3 posOS)
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{
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float3 posWS = mul(VFXGetObjectToWorldMatrix(), float4(posOS,1)).xyz;
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return VFXTransformPositionWorldToNonJitteredClip(posWS);
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}
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float3 VFXTransformPreviousObjectToWorld(float3 posOS)
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{
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return mul(GetPrevObjectToWorldMatrix(), float4(posOS, 1.0)).xyz;
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}
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float4 VFXTransformPositionObjectToPreviousClip(float3 posOS)
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{
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float3 posWS = VFXTransformPreviousObjectToWorld(posOS);
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return VFXTransformPositionWorldToPreviousClip(posWS);
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}
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float3 VFXTransformPositionWorldToView(float3 posWS)
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{
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return TransformWorldToView(posWS);
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}
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float3 VFXTransformPositionWorldToCameraRelative(float3 posWS)
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{
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#if SHADEROPTIONS_CAMERA_RELATIVE_RENDERING
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#error VFX Camera Relative rendering isn't supported in URP.
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#endif
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return posWS;
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}
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//Compatibility functions for the common ShaderGraph integration
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float4x4 ApplyCameraTranslationToMatrix(float4x4 modelMatrix)
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{
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return modelMatrix;
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}
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float4x4 ApplyCameraTranslationToInverseMatrix(float4x4 inverseModelMatrix)
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{
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return inverseModelMatrix;
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}
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//End of compatibility functions
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float3x3 VFXGetWorldToViewRotMatrix()
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{
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return (float3x3)GetWorldToViewMatrix();
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}
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float3 VFXGetViewWorldPosition()
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{
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return GetCurrentViewPosition();
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}
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float4x4 VFXGetViewToWorldMatrix()
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{
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return UNITY_MATRIX_I_V;
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}
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#ifdef USING_STEREO_MATRICES
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float3 GetWorldStereoOffset()
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{
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return unity_StereoWorldSpaceCameraPos[0].xyz - unity_StereoWorldSpaceCameraPos[1].xyz;
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}
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float4x4 GetNonJitteredViewProjMatrix(int eye)
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{
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return _NonJitteredViewProjMatrixStereo[eye];
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}
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#endif
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float VFXSampleDepth(float4 posSS)
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{
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float2 screenUV = GetNormalizedScreenSpaceUV(posSS.xy);
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// In URP, the depth texture is optional and could be 4x4 white texture, Load isn't appropriate in that case.
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//float depth = LoadSceneDepth(screenUV * _ScreenParams.xy);
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float depth = SampleSceneDepth(screenUV);
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return depth;
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}
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void VFXApplyShadowBias(inout float4 posCS, inout float3 posWS, float3 normalWS)
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{
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posWS = ApplyShadowBias(posWS, normalWS, _LightDirection);
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posCS = VFXTransformPositionWorldToClip(posWS);
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}
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void VFXApplyShadowBias(inout float4 posCS, inout float3 posWS)
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{
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posWS = ApplyShadowBias(posWS, _LightDirection, _LightDirection);
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posCS = VFXTransformPositionWorldToClip(posWS);
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}
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float4 VFXApplyAO(float4 color, float4 posCS)
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{
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(posCS);
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
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color.rgb *= aoFactor.directAmbientOcclusion;
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#endif
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return color;
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}
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float4 VFXTransformFinalColor(float4 color, float4 posCS)
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{
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if (IsOnlyAOLightingFeatureEnabled())
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{
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color.rgb = (float3)1.0f;
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color = VFXApplyAO(color, posCS);
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}
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return color;
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}
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float4 VFXApplyFog(float4 color,float4 posCS,float3 posWS)
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{
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float4 fog = (float4)0;
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fog.rgb = unity_FogColor.rgb;
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float fogFactor = ComputeFogFactor(posCS.z * posCS.w);
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fog.a = ComputeFogIntensity(fogFactor);
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#if VFX_BLENDMODE_ALPHA || IS_OPAQUE_PARTICLE
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color.rgb = lerp(fog.rgb, color.rgb, fog.a);
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#elif VFX_BLENDMODE_ADD
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color.rgb *= fog.a;
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#elif VFX_BLENDMODE_PREMULTIPLY
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color.rgb = lerp(fog.rgb * color.a, color.rgb, fog.a);
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#endif
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return color;
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}
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float3 VFXGetCameraWorldDirection()
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{
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return unity_CameraToWorld._m02_m12_m22;
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}
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#if defined(_GBUFFER_NORMALS_OCT)
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#define VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer) \
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{ \
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); /*values between [-1, +1], must use fp32 on some platforms*/ \
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); /*values between [ 0, 1]*/ \
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); /*values between [ 0, 1]*/ \
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outNormalBuffer = float4(packedNormalWS, 0.0); \
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}
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#else
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#define VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer) \
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{ \
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outNormalBuffer = float4(normalWS, 0.0); \
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}
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#endif
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