Car/Assets/VolumetricLightBeam/Shaders/ShaderSpecificURP.cginc

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// The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
// UNITY_SHADER_NO_UPGRADE
#ifndef _VLB_SHADER_SPECIFIC_INCLUDED_
#define _VLB_SHADER_SPECIFIC_INCLUDED_
// POSITION TRANSFORM
#if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
#define __VLBMatrixWorldToObject UNITY_ACCESS_INSTANCED_PROP(Props, _WorldToLocalMatrix)
#define __VLBMatrixObjectToWorld UNITY_ACCESS_INSTANCED_PROP(Props, _LocalToWorldMatrix)
#define __VLBMatrixV unity_MatrixV
inline float4 VLBObjectToClipPos(in float3 pos) { return mul(mul(unity_MatrixVP, __VLBMatrixObjectToWorld), float4(pos, 1.0)); }
#else
#define __VLBMatrixWorldToObject unity_WorldToObject
#define __VLBMatrixObjectToWorld unity_ObjectToWorld
#define __VLBMatrixV UNITY_MATRIX_V
inline float4 VLBObjectToClipPos(in float3 pos) { return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1.0))); }
#endif
inline float4 VLBObjectToWorldPos(in float4 pos) { return mul(__VLBMatrixObjectToWorld, pos); }
#define VLBWorldToViewPos(pos) (mul(__VLBMatrixV, float4(pos.xyz, 1.0)).xyz)
// FRUSTUM PLANES
#define VLBFrustumPlanes unity_CameraWorldClipPlanes
// CAMERA
inline float3 __VLBWorldToObjectPos(in float3 pos) { return mul(__VLBMatrixWorldToObject, float4(pos, 1.0)).xyz; }
inline float3 VLBGetCameraPositionObjectSpace(float3 scaleObjectSpace)
{
return __VLBWorldToObjectPos(_WorldSpaceCameraPos).xyz * scaleObjectSpace;
}
// DEPTH
#define VLBSampleDepthTexture(/*float4*/uv) (SampleSceneDepth((uv.xy) / (uv.w)))
#define VLBLinearEyeDepth(depth) LinearEyeDepth((depth), _ZBufferParams)
// FOG
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#define VLB_FOG_MIX(color, fogColor, posClipSpace) color.rgb = MixFogColor(color.rgb, fogColor.rgb, ComputeFogFactor(posClipSpace.z * posClipSpace.w))
#if VLB_ALPHA_AS_BLACK
#define VLB_FOG_APPLY(color) \
float4 fogColor = unity_FogColor; \
fogColor.rgb *= color.a; \
VLB_FOG_MIX(color, fogColor, i.posClipSpace);
#else
#define VLB_FOG_APPLY(color) VLB_FOG_MIX(color, unity_FogColor, i.posClipSpace);
#endif
#endif
inline void ApplyPipelineSpecificIntensityModifier(inout float intensity) {}
#endif // _VLB_SHADER_SPECIFIC_INCLUDED_