118 lines
6.6 KiB
HLSL
118 lines
6.6 KiB
HLSL
#ifndef UNIVERSAL_PIPELINE_CORE_INCLUDED
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#define UNIVERSAL_PIPELINE_CORE_INCLUDED
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// VT is not supported in URP (for now) this ensures any shaders using the VT
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// node work by falling to regular texture sampling.
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#define FORCE_VIRTUAL_TEXTURING_OFF 1
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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/Packing.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#if !defined(SHADER_HINT_NICE_QUALITY)
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#if defined(SHADER_API_MOBILE) || defined(SHADER_API_SWITCH)
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#define SHADER_HINT_NICE_QUALITY 0
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#else
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#define SHADER_HINT_NICE_QUALITY 1
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#endif
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#endif
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// Shader Quality Tiers in Universal.
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// SRP doesn't use Graphics Settings Quality Tiers.
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// We should expose shader quality tiers in the pipeline asset.
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// Meanwhile, it's forced to be:
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// High Quality: Non-mobile platforms or shader explicit defined SHADER_HINT_NICE_QUALITY
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// Medium: Mobile aside from GLES2
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// Low: GLES2
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#if SHADER_HINT_NICE_QUALITY
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#define SHADER_QUALITY_HIGH
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#elif defined(SHADER_API_GLES)
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#define SHADER_QUALITY_LOW
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#else
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#define SHADER_QUALITY_MEDIUM
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#endif
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#ifndef BUMP_SCALE_NOT_SUPPORTED
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#define BUMP_SCALE_NOT_SUPPORTED !SHADER_HINT_NICE_QUALITY
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#endif
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#if UNITY_REVERSED_Z
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// TODO: workaround. There's a bug where SHADER_API_GL_CORE gets erroneously defined on switch.
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#if (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
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//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
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#else
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//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
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//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
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#endif
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#elif UNITY_UV_STARTS_AT_TOP
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//D3d without reversed z => z clip range is [0, far] -> nothing to do
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
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#else
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//Opengl => z clip range is [-near, far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
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#endif
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// Stereo-related bits
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define SLICE_ARRAY_INDEX unity_StereoEyeIndex
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#define TEXTURE2D_X(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURE2D_X_PARAM(textureName, samplerName) TEXTURE2D_ARRAY_PARAM(textureName, samplerName)
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#define TEXTURE2D_X_ARGS(textureName, samplerName) TEXTURE2D_ARRAY_ARGS(textureName, samplerName)
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#define TEXTURE2D_X_HALF(textureName) TEXTURE2D_ARRAY_HALF(textureName)
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#define TEXTURE2D_X_FLOAT(textureName) TEXTURE2D_ARRAY_FLOAT(textureName)
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#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, SLICE_ARRAY_INDEX)
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#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod)
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#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
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#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod)
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#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
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#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
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#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
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#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
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#else
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#define SLICE_ARRAY_INDEX 0
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#define TEXTURE2D_X(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_X_PARAM(textureName, samplerName) TEXTURE2D_PARAM(textureName, samplerName)
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#define TEXTURE2D_X_ARGS(textureName, samplerName) TEXTURE2D_ARGS(textureName, samplerName)
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#define TEXTURE2D_X_HALF(textureName) TEXTURE2D_HALF(textureName)
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#define TEXTURE2D_X_FLOAT(textureName) TEXTURE2D_FLOAT(textureName)
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#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D(textureName, unCoord2)
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#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod)
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#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
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#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
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#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D(textureName, samplerName, coord2)
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#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, coord2)
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#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2)
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#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2)
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#endif
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// Structs
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struct VertexPositionInputs
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{
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float3 positionWS; // World space position
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float3 positionVS; // View space position
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float4 positionCS; // Homogeneous clip space position
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float4 positionNDC;// Homogeneous normalized device coordinates
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};
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struct VertexNormalInputs
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{
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real3 tangentWS;
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real3 bitangentWS;
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float3 normalWS;
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};
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
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#endif
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