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- #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
- #if defined(_CLUSTERED_RENDERING)
- #define _ADDITIONAL_LIGHTS 1
- #undef _ADDITIONAL_LIGHTS_VERTEX
- #define USE_CLUSTERED_LIGHTING 1
- #else
- #define USE_CLUSTERED_LIGHTING 0
- #endif
- #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] -> remapping to [0, far]
- #define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max((coord - _ProjectionParams.y)/(-_ProjectionParams.z-_ProjectionParams.y)*_ProjectionParams.z, 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/meaningful 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] -> remapping to [0, far]
- #define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((coord + _ProjectionParams.y)/(_ProjectionParams.z+_ProjectionParams.y))*_ProjectionParams.z, 0)
- #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
- ///
- /// Texture Sampling Macro Overrides for Scaling
- ///
- /// When mip bias is supported by the underlying platform, the following section redefines all 2d texturing operations to support a global mip bias feature.
- /// This feature is used to improve rendering quality when image scaling is active. It achieves this by adding a bias value to the standard mip lod calculation
- /// which allows us to select the mip level based on the final image resolution rather than the current rendering resolution.
- #ifdef PLATFORM_SAMPLE_TEXTURE2D_BIAS
- #ifdef SAMPLE_TEXTURE2D
- #undef SAMPLE_TEXTURE2D
- #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) \
- PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, _GlobalMipBias.x)
- #endif
- #ifdef SAMPLE_TEXTURE2D_BIAS
- #undef SAMPLE_TEXTURE2D_BIAS
- #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) \
- PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, (bias + _GlobalMipBias.x))
- #endif
- #endif
- #ifdef PLATFORM_SAMPLE_TEXTURE2D_GRAD
- #ifdef SAMPLE_TEXTURE2D_GRAD
- #undef SAMPLE_TEXTURE2D_GRAD
- #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) \
- PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, (dpdx * _GlobalMipBias.y), (dpdy * _GlobalMipBias.y))
- #endif
- #endif
- #ifdef PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS
- #ifdef SAMPLE_TEXTURE2D_ARRAY
- #undef SAMPLE_TEXTURE2D_ARRAY
- #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) \
- PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, _GlobalMipBias.x)
- #endif
- #ifdef SAMPLE_TEXTURE2D_ARRAY_BIAS
- #undef SAMPLE_TEXTURE2D_ARRAY_BIAS
- #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) \
- PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, (bias + _GlobalMipBias.x))
- #endif
- #endif
- #ifdef PLATFORM_SAMPLE_TEXTURECUBE_BIAS
- #ifdef SAMPLE_TEXTURECUBE
- #undef SAMPLE_TEXTURECUBE
- #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) \
- PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, _GlobalMipBias.x)
- #endif
- #ifdef SAMPLE_TEXTURECUBE_BIAS
- #undef SAMPLE_TEXTURECUBE_BIAS
- #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) \
- PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, (bias + _GlobalMipBias.x))
- #endif
- #endif
- #ifdef PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS
- #ifdef SAMPLE_TEXTURECUBE_ARRAY
- #undef SAMPLE_TEXTURECUBE_ARRAY
- #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)\
- PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, _GlobalMipBias.x)
- #endif
- #ifdef SAMPLE_TEXTURECUBE_ARRAY_BIAS
- #undef SAMPLE_TEXTURECUBE_ARRAY_BIAS
- #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)\
- PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, (bias + _GlobalMipBias.x))
- #endif
- #endif
- #define VT_GLOBAL_MIP_BIAS_MULTIPLIER (_GlobalMipBias.y)
- // 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
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