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- // Because this framework is supposed to work with the legacy render pipelines AND scriptable render
- // pipelines we can't use Unity's shader libraries (some scriptable pipelines come with their own
- // shader lib). So here goes a minimal shader lib only used for post-processing to ensure good
- // compatibility with all pipelines.
- #ifndef UNITY_POSTFX_STDLIB
- #define UNITY_POSTFX_STDLIB
- // -----------------------------------------------------------------------------
- // API macros
- #if defined(SHADER_API_PSSL)
- #include "API/PSSL.hlsl"
- #elif defined(SHADER_API_XBOXONE)
- #include "API/XboxOne.hlsl"
- #elif defined(SHADER_API_D3D11)
- #include "API/D3D11.hlsl"
- #elif defined(SHADER_API_D3D12)
- #include "API/D3D12.hlsl"
- #elif defined(SHADER_API_D3D9) || defined(SHADER_API_D3D11_9X)
- #include "API/D3D9.hlsl"
- #elif defined(SHADER_API_VULKAN)
- #include "API/Vulkan.hlsl"
- #elif defined(SHADER_API_SWITCH)
- #include "API/Switch.hlsl"
- #elif defined(SHADER_API_METAL)
- #include "API/Metal.hlsl"
- #elif defined(SHADER_API_PSP2)
- #include "API/PSP2.hlsl"
- #else
- #include "API/OpenGL.hlsl"
- #endif
- #if defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_SWITCH) || defined(SHADER_API_PSP2)
- #define SHADER_API_CONSOLE
- #endif
- // -----------------------------------------------------------------------------
- // Constants
- #define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15
- #define HALF_MAX_MINUS1 65472.0 // (2 - 2^-9) * 2^15
- #define EPSILON 1.0e-4
- #define PI 3.14159265359
- #define TWO_PI 6.28318530718
- #define FOUR_PI 12.56637061436
- #define INV_PI 0.31830988618
- #define INV_TWO_PI 0.15915494309
- #define INV_FOUR_PI 0.07957747155
- #define HALF_PI 1.57079632679
- #define INV_HALF_PI 0.636619772367
- #define FLT_EPSILON 1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0
- #define FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
- #define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
- // -----------------------------------------------------------------------------
- // Compatibility functions
- #if (SHADER_TARGET < 50 && !defined(SHADER_API_PSSL))
- float rcp(float value)
- {
- return 1.0 / value;
- }
- #endif
- #if defined(SHADER_API_GLES)
- #define mad(a, b, c) (a * b + c)
- #endif
- #ifndef INTRINSIC_MINMAX3
- float Min3(float a, float b, float c)
- {
- return min(min(a, b), c);
- }
- float2 Min3(float2 a, float2 b, float2 c)
- {
- return min(min(a, b), c);
- }
- float3 Min3(float3 a, float3 b, float3 c)
- {
- return min(min(a, b), c);
- }
- float4 Min3(float4 a, float4 b, float4 c)
- {
- return min(min(a, b), c);
- }
- float Max3(float a, float b, float c)
- {
- return max(max(a, b), c);
- }
- float2 Max3(float2 a, float2 b, float2 c)
- {
- return max(max(a, b), c);
- }
- float3 Max3(float3 a, float3 b, float3 c)
- {
- return max(max(a, b), c);
- }
- float4 Max3(float4 a, float4 b, float4 c)
- {
- return max(max(a, b), c);
- }
- #endif // INTRINSIC_MINMAX3
- // https://twitter.com/SebAaltonen/status/878250919879639040
- // madd_sat + madd
- float FastSign(float x)
- {
- return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
- }
- float2 FastSign(float2 x)
- {
- return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
- }
- float3 FastSign(float3 x)
- {
- return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
- }
- float4 FastSign(float4 x)
- {
- return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
- }
- // Using pow often result to a warning like this
- // "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them"
- // PositivePow remove this warning when you know the value is positive and avoid inf/NAN.
- float PositivePow(float base, float power)
- {
- return pow(max(abs(base), float(FLT_EPSILON)), power);
- }
- float2 PositivePow(float2 base, float2 power)
- {
- return pow(max(abs(base), float2(FLT_EPSILON, FLT_EPSILON)), power);
- }
- float3 PositivePow(float3 base, float3 power)
- {
- return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
- }
- float4 PositivePow(float4 base, float4 power)
- {
- return pow(max(abs(base), float4(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
- }
- // NaN checker
- // /Gic isn't enabled on fxc so we can't rely on isnan() anymore
- bool IsNan(float x)
- {
- // For some reason the following tests outputs "internal compiler error" randomly on desktop
- // so we'll use a safer but slightly slower version instead :/
- //return (x <= 0.0 || 0.0 <= x) ? false : true;
- return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true;
- }
- bool AnyIsNan(float2 x)
- {
- return IsNan(x.x) || IsNan(x.y);
- }
- bool AnyIsNan(float3 x)
- {
- return IsNan(x.x) || IsNan(x.y) || IsNan(x.z);
- }
- bool AnyIsNan(float4 x)
- {
- return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w);
- }
- // -----------------------------------------------------------------------------
- // Std unity data
- float4x4 unity_CameraProjection;
- float4x4 unity_MatrixVP;
- float4x4 unity_ObjectToWorld;
- float4x4 unity_WorldToCamera;
- float3 _WorldSpaceCameraPos;
- float4 _ProjectionParams; // x: 1 (-1 flipped), y: near, z: far, w: 1/far
- float4 unity_ColorSpaceLuminance;
- float4 unity_DeltaTime; // x: dt, y: 1/dt, z: smoothDt, w: 1/smoothDt
- float4 unity_OrthoParams; // x: width, y: height, z: unused, w: ortho ? 1 : 0
- float4 _ZBufferParams; // x: 1-far/near, y: far/near, z: x/far, w: y/far
- float4 _ScreenParams; // x: width, y: height, z: 1+1/width, w: 1+1/height
- float4 _Time; // x: t/20, y: t, z: t*2, w: t*3
- float4 _SinTime; // x: sin(t/20), y: sin(t), z: sin(t*2), w: sin(t*3)
- float4 _CosTime; // x: cos(t/20), y: cos(t), z: cos(t*2), w: cos(t*3)
- // -----------------------------------------------------------------------------
- // Std functions
- // Z buffer depth to linear 0-1 depth
- // Handles orthographic projection correctly
- float Linear01Depth(float z)
- {
- float isOrtho = unity_OrthoParams.w;
- float isPers = 1.0 - unity_OrthoParams.w;
- z *= _ZBufferParams.x;
- return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y);
- }
- float LinearEyeDepth(float z)
- {
- return rcp(_ZBufferParams.z * z + _ZBufferParams.w);
- }
- // Clamp HDR value within a safe range
- half3 SafeHDR(half3 c)
- {
- return min(c, HALF_MAX);
- }
- half4 SafeHDR(half4 c)
- {
- return min(c, HALF_MAX);
- }
- // Decode normals stored in _CameraDepthNormalsTexture
- float3 DecodeViewNormalStereo(float4 enc4)
- {
- float kScale = 1.7777;
- float3 nn = enc4.xyz * float3(2.0 * kScale, 2.0 * kScale, 0) + float3(-kScale, -kScale, 1);
- float g = 2.0 / dot(nn.xyz, nn.xyz);
- float3 n;
- n.xy = g * nn.xy;
- n.z = g - 1.0;
- return n;
- }
- // Interleaved gradient function from Jimenez 2014
- // http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
- float GradientNoise(float2 uv)
- {
- uv = floor(uv * _ScreenParams.xy);
- float f = dot(float2(0.06711056, 0.00583715), uv);
- return frac(52.9829189 * frac(f));
- }
- // Vertex manipulation
- float2 TransformTriangleVertexToUV(float2 vertex)
- {
- float2 uv = (vertex + 1.0) * 0.5;
- return uv;
- }
- #include "xRLib.hlsl"
- // -----------------------------------------------------------------------------
- // Default vertex shaders
- struct AttributesDefault
- {
- float3 vertex : POSITION;
- };
- struct VaryingsDefault
- {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoordStereo : TEXCOORD1;
- #if STEREO_INSTANCING_ENABLED
- uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
- #endif
- };
- #if STEREO_INSTANCING_ENABLED
- float _DepthSlice;
- #endif
- VaryingsDefault VertDefault(AttributesDefault v)
- {
- VaryingsDefault o;
- o.vertex = float4(v.vertex.xy, 0.0, 1.0);
- o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
- #if UNITY_UV_STARTS_AT_TOP
- o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
- #endif
- o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
- return o;
- }
- float4 _UVTransform; // xy: scale, wz: translate
- #if STEREO_DOUBLEWIDE_TARGET
- float4 _PosScaleOffset; // xy: scale, wz: offset
- #endif
- VaryingsDefault VertUVTransform(AttributesDefault v)
- {
- VaryingsDefault o;
- #if STEREO_DOUBLEWIDE_TARGET
- o.vertex = float4(v.vertex.xy * _PosScaleOffset.xy + _PosScaleOffset.zw, 0.0, 1.0);
- #else
- o.vertex = float4(v.vertex.xy, 0.0, 1.0);
- #endif
- o.texcoord = TransformTriangleVertexToUV(v.vertex.xy) * _UVTransform.xy + _UVTransform.zw;
- o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
- #if STEREO_INSTANCING_ENABLED
- o.stereoTargetEyeIndex = (uint)_DepthSlice;
- #endif
- return o;
- }
- #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
- #endif // UNITY_POSTFX_STDLIB
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