xRLib.hlsl 2.8 KB

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  1. // VR/AR/xR lib
  2. #ifndef UNITY_POSTFX_XRLIB
  3. #define UNITY_POSTFX_XRLIB
  4. #if defined(UNITY_SINGLE_PASS_STEREO)
  5. CBUFFER_START(UnityStereoGlobals)
  6. float4x4 unity_StereoMatrixP[2];
  7. float4x4 unity_StereoMatrixV[2];
  8. float4x4 unity_StereoMatrixInvV[2];
  9. float4x4 unity_StereoMatrixVP[2];
  10. float4x4 unity_StereoCameraProjection[2];
  11. float4x4 unity_StereoCameraInvProjection[2];
  12. float4x4 unity_StereoWorldToCamera[2];
  13. float4x4 unity_StereoCameraToWorld[2];
  14. float3 unity_StereoWorldSpaceCameraPos[2];
  15. float4 unity_StereoScaleOffset[2];
  16. CBUFFER_END
  17. CBUFFER_START(UnityStereoEyeIndex)
  18. int unity_StereoEyeIndex;
  19. CBUFFER_END
  20. #endif
  21. float _RenderViewportScaleFactor;
  22. float2 UnityStereoScreenSpaceUVAdjust(float2 uv, float4 scaleAndOffset)
  23. {
  24. return uv.xy * scaleAndOffset.xy + scaleAndOffset.zw;
  25. }
  26. float4 UnityStereoScreenSpaceUVAdjust(float4 uv, float4 scaleAndOffset)
  27. {
  28. return float4(UnityStereoScreenSpaceUVAdjust(uv.xy, scaleAndOffset), UnityStereoScreenSpaceUVAdjust(uv.zw, scaleAndOffset));
  29. }
  30. float2 UnityStereoClampScaleOffset(float2 uv, float4 scaleAndOffset)
  31. {
  32. return clamp(uv, scaleAndOffset.zw, scaleAndOffset.zw + scaleAndOffset.xy);
  33. }
  34. #if defined(UNITY_SINGLE_PASS_STEREO)
  35. float2 TransformStereoScreenSpaceTex(float2 uv, float w)
  36. {
  37. float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
  38. scaleOffset.xy *= _RenderViewportScaleFactor;
  39. return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
  40. }
  41. float2 UnityStereoTransformScreenSpaceTex(float2 uv)
  42. {
  43. return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
  44. }
  45. float4 UnityStereoTransformScreenSpaceTex(float4 uv)
  46. {
  47. return float4(UnityStereoTransformScreenSpaceTex(uv.xy), UnityStereoTransformScreenSpaceTex(uv.zw));
  48. }
  49. float2 UnityStereoClamp(float2 uv)
  50. {
  51. float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
  52. scaleOffset.xy *= _RenderViewportScaleFactor;
  53. return UnityStereoClampScaleOffset(uv, scaleOffset);
  54. }
  55. float4 UnityStereoAdjustedTexelSize(float4 texelSize) // Should take in _MainTex_TexelSize
  56. {
  57. texelSize.x = texelSize.x * 2.0; // texelSize.x = 1/w. For a double-wide texture, the true resolution is given by 2/w.
  58. texelSize.z = texelSize.z * 0.5; // texelSize.z = w. For a double-wide texture, the true size of the eye texture is given by w/2.
  59. return texelSize;
  60. }
  61. #else
  62. float2 TransformStereoScreenSpaceTex(float2 uv, float w)
  63. {
  64. return uv * _RenderViewportScaleFactor;
  65. }
  66. float2 UnityStereoTransformScreenSpaceTex(float2 uv)
  67. {
  68. return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
  69. }
  70. float2 UnityStereoClamp(float2 uv)
  71. {
  72. float4 scaleOffset = float4(_RenderViewportScaleFactor, _RenderViewportScaleFactor, 0.f, 0.f);
  73. return UnityStereoClampScaleOffset(uv, scaleOffset);
  74. }
  75. float4 UnityStereoAdjustedTexelSize(float4 texelSize)
  76. {
  77. return texelSize;
  78. }
  79. #endif
  80. #endif // UNITY_POSTFX_XRLIB