Files
2021-06-13 10:28:03 +02:00

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6.6 KiB
HLSL

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