Car/Assets/VolumetricLightBeam/Shaders/ShaderSpecificBuiltin.cginc

66 lines
2.6 KiB
HLSL

// 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 UNITY_VERSION < 540
#define __VLBMatrixWorldToObject _World2Object
#define __VLBMatrixObjectToWorld _Object2World
#define __VLBMatrixV UNITY_MATRIX_V
inline float4 VLBObjectToClipPos(in float3 pos) { return mul(UNITY_MATRIX_MVP, float4(pos, 1.0)); }
#else
#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
#define VLBObjectToClipPos UnityObjectToClipPos
#endif
#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
#ifndef UNITY_DECLARE_DEPTH_TEXTURE // handle Unity pre 5.6.0
#define UNITY_DECLARE_DEPTH_TEXTURE(tex) sampler2D_float tex
#endif
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
#define VLBSampleDepthTexture(/*float4*/uv) (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, (uv)/(uv.w)))
#define VLBLinearEyeDepth(depth) (LinearEyeDepth(depth))
// FOG
#define VLB_FOG_UNITY_BUILTIN_COORDS
#if VLB_ALPHA_AS_BLACK
#define VLB_FOG_APPLY(color) \
float4 fogColor = unity_FogColor; \
fogColor.rgb *= color.a; \
UNITY_APPLY_FOG_COLOR(i.fogCoord, color, fogColor);
// since we use this shader with Additive blending, fog color should be modulated by general alpha
#else
#define VLB_FOG_APPLY(color) UNITY_APPLY_FOG(i.fogCoord, color);
#endif
inline void ApplyPipelineSpecificIntensityModifier(inout float intensity) {}
#endif // _VLB_SHADER_SPECIFIC_INCLUDED_