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