153 lines
5.5 KiB
HLSL
153 lines
5.5 KiB
HLSL
// The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
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// UNITY_SHADER_NO_UPGRADE
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#ifndef _VLB_SHADER_UTILS_INCLUDED_
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#define _VLB_SHADER_UTILS_INCLUDED_
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#include "ShaderMaths.cginc"
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// https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
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#define VLB_CAMERA_NEAR_PLANE _ProjectionParams.y
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#define VLB_CAMERA_FAR_PLANE _ProjectionParams.z
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#define VLB_CAMERA_ORTHO unity_OrthoParams.w // w is 1.0 when camera is orthographic, 0.0 when perspective
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// Z buffer to linear depth
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float VLB_ZBufferToLinear(float depth, float near, float far)
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{
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float x = 1 - far / near;
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float y = far / near;
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float z = x / far;
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float w = y / far;
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return 1.0 / (z * depth + w);
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}
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#if VLB_DEPTH_BLEND || VLB_DITHERING
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inline float SampleSceneZ_Eye(float4 uv)
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{
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float rawDepth = VLBSampleDepthTexture(uv);
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float linearDepthPersp = VLBLinearEyeDepth(rawDepth);
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rawDepth = lerp(rawDepth, 1.0f - rawDepth, _VLB_UsesReversedZBuffer);
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float linearDepthOrtho = (VLB_CAMERA_FAR_PLANE - VLB_CAMERA_NEAR_PLANE) * rawDepth + VLB_CAMERA_NEAR_PLANE;
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return lerp(linearDepthPersp, linearDepthOrtho, VLB_CAMERA_ORTHO);
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}
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inline float4 DepthFade_VS_ComputeProjPos(float3 vertexViewSpace, float4 vertexClipSpace)
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{
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float4 projPos = ComputeScreenPos(vertexClipSpace);
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projPos.z = -vertexViewSpace.z; // = COMPUTE_EYEDEPTH
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return projPos;
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}
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inline float DepthFade_PS_BlendDistance(float4 projPos, float distance)
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{
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float sceneZ = max(0, SampleSceneZ_Eye(projPos) - VLB_CAMERA_NEAR_PLANE);
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float partZ = max(0, projPos.z - VLB_CAMERA_NEAR_PLANE);
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return saturate((sceneZ - partZ) / distance);
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}
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#endif // VLB_DEPTH_BLEND || VLB_DITHERING
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#if VLB_NOISE_3D
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uniform sampler3D _VLB_NoiseTex3D;
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uniform float _VLB_NoiseCustomTime;
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float3 Noise3D_GetUVW(float3 posWorldSpace, float3 posLocalSpace)
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{
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float4 noiseVelocityAndScale = VLB_GET_PROP(_NoiseVelocityAndScale);
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float2 noiseParam = VLB_GET_PROP(_NoiseParam);
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float3 velocity = noiseVelocityAndScale.xyz;
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float scale = noiseVelocityAndScale.w;
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float3 posRef = lerp(posWorldSpace, posLocalSpace, noiseParam.y); // 0 -> World Space ; 1 -> Local Space
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// use _VLB_NoiseCustomTime if it's equal or higher than 0.0
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float currentTime = lerp(_Time.y, _VLB_NoiseCustomTime, isEqualOrGreater(_VLB_NoiseCustomTime, 0.0f));
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//return frac(posRef.xyz * scale + (currentTime * velocity)); // frac doesn't give good results on VS
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return (posRef.xyz * scale + (currentTime * velocity));
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}
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float Noise3D_GetFactorFromUVW(float3 uvw)
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{
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float2 noiseParam = VLB_GET_PROP(_NoiseParam);
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float intensity = noiseParam.x;
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float noise = tex3D(_VLB_NoiseTex3D, uvw).a;
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return lerp(1, noise, intensity);
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}
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#endif // VLB_NOISE_3D
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inline float ComputeAttenuation(float pixDistZ, float fallOffStart, float fallOffEnd, float lerpLinearQuad)
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{
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float distFromSourceNormalized = invLerpClamped(fallOffStart, fallOffEnd, pixDistZ);
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// Almost simple linear attenuation between Fade Start and Fade End: Use smoothstep for a better fall to zero rendering
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float attLinear = smoothstep(0, 1, 1 - distFromSourceNormalized);
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// Unity's custom quadratic attenuation https://forum.unity.com/threads/light-attentuation-equation.16006/
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float attQuad = 1.0 / (1.0 + 25.0 * distFromSourceNormalized * distFromSourceNormalized);
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const float kAttQuadStartToFallToZero = 0.8;
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attQuad *= saturate(smoothstep(1.0, kAttQuadStartToFallToZero, distFromSourceNormalized)); // Near the light's range (fade end) we fade to 0 (because quadratic formula never falls to 0)
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return lerp(attLinear, attQuad, lerpLinearQuad);
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}
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#if VLB_COLOR_GRADIENT_MATRIX_HIGH || VLB_COLOR_GRADIENT_MATRIX_LOW
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#if VLB_COLOR_GRADIENT_MATRIX_HIGH
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#define FLOAT_PACKING_PRECISION 64
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#else
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#define FLOAT_PACKING_PRECISION 8
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#endif
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inline half4 UnpackToColor(float packedFloat)
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{
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half4 color;
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color.a = packedFloat % FLOAT_PACKING_PRECISION;
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packedFloat = floor(packedFloat / FLOAT_PACKING_PRECISION);
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color.b = packedFloat % FLOAT_PACKING_PRECISION;
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packedFloat = floor(packedFloat / FLOAT_PACKING_PRECISION);
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color.g = packedFloat % FLOAT_PACKING_PRECISION;
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packedFloat = floor(packedFloat / FLOAT_PACKING_PRECISION);
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color.r = packedFloat;
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return color / (FLOAT_PACKING_PRECISION - 1);
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}
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inline float GetAtMatrixIndex(float4x4 mat, uint idx) { return mat[idx % 4][floor(idx / 4)]; }
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inline half4 DecodeGradient(float t, float4x4 colorMatrix)
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{
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#define kColorGradientMatrixSize 16
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float sampleIndexFloat = t * (kColorGradientMatrixSize - 1);
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float ratioPerSample = sampleIndexFloat - (int)sampleIndexFloat;
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uint sampleIndexInt = min((uint)sampleIndexFloat, kColorGradientMatrixSize - 2);
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half4 colorA = UnpackToColor(GetAtMatrixIndex(colorMatrix, sampleIndexInt + 0));
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half4 colorB = UnpackToColor(GetAtMatrixIndex(colorMatrix, sampleIndexInt + 1));
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return lerp(colorA, colorB, ratioPerSample);
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}
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#elif VLB_COLOR_GRADIENT_ARRAY
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inline half4 DecodeGradient(float t, float4 colorArray[kColorGradientArraySize])
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{
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uint arraySize = kColorGradientArraySize;
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float sampleIndexFloat = t * (arraySize - 1);
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float ratioPerSample = sampleIndexFloat - (int)sampleIndexFloat;
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uint sampleIndexInt = min((uint)sampleIndexFloat, arraySize - 2);
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half4 colorA = colorArray[sampleIndexInt + 0];
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half4 colorB = colorArray[sampleIndexInt + 1];
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return lerp(colorA, colorB, ratioPerSample);
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}
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#endif // VLB_COLOR_GRADIENT_*
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#endif // _VLB_SHADER_UTILS_INCLUDED_
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