77 lines
2.5 KiB
HLSL

#ifdef UNITY_HDRP
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
// Unity does not define the UNITY_DECLARE_TEX2D macro when using HDRP, at least at the time of writing this.
// But luckily HDRP is only supported on platforms where separate sampler states are supported, so we can define it like this.
#if !defined(UNITY_DECLARE_TEX2D)
// This is copied from com.unity.shadergraph@14.0.6/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/HLSLSupportShim.hlsl
#define UNITY_DECLARE_TEX2D(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
#endif
#if !defined(UNITY_SAMPLE_TEX2D)
#define UNITY_SAMPLE_TEX2D(tex,coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#endif
// This is not defined in HDRP either, but we do know that HDRP only supports these platforms (at least I think so...)
#define UNITY_SEPARATE_TEXTURE_SAMPLER
#else
#include "UnityCG.cginc"
// These exist in the render pipelines, but not in UnityCG
float4 TransformObjectToHClip(float3 x) {
return UnityObjectToClipPos(float4(x, 1.0));
}
half3 FastSRGBToLinear(half3 sRGB) {
return GammaToLinearSpace(sRGB);
}
#endif
// Tranforms a direction from object to homogenous space
inline float4 UnityObjectToClipDirection(in float3 pos) {
// More efficient than computing M*VP matrix product
return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 0)));
}
float lengthsq(float3 v) {
return dot(v,v);
}
float4 ComputeScreenPos (float4 pos, float projectionSign)
{
float4 o = pos * 0.5f;
o.xy = float2(o.x, o.y * projectionSign) + o.w;
o.zw = pos.zw;
return o;
}
// Converts to linear space from sRGB if linear is the current color space
inline float3 ConvertSRGBToDestinationColorSpace(float3 sRGB) {
#ifdef UNITY_COLORSPACE_GAMMA
return sRGB;
#else
return FastSRGBToLinear(sRGB);
#endif
}
struct appdata_color {
float4 vertex : POSITION;
half4 color : COLOR;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// Unity sadly does not include a bias macro for texture sampling.
#if defined(UNITY_SEPARATE_TEXTURE_SAMPLER)
#define UNITY_SAMPLE_TEX2D_BIAS(tex, uv, bias) tex.SampleBias(sampler##tex, uv, bias)
#else
#define UNITY_SAMPLE_TEX2D_BIAS(tex, uv, bias) tex2Dbias(float4(uv, 0, bias))
#endif