//----------------------------------------------------------------------------- // Copyright 2015-2017 RenderHeads Ltd. All rights reserverd. //----------------------------------------------------------------------------- #if defined (SHADERLAB_GLSL) #define INLINE #define HALF2 vec2 #define HALF3 vec3 #define HALF4 vec4 #define FLOAT2 vec2 #define FLOAT3 vec3 #define FLOAT4 vec4 #define FLOAT3X3 mat3 #else #define INLINE inline #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define FLOAT2 float2 #define FLOAT3 float3 #define FLOAT4 float4 #define FLOAT3X3 float3x3 #endif // Specify this so Unity doesn't automatically update our shaders. #define UNITY_SHADER_NO_UPGRADE 1 // We use this method so that when Unity automatically updates the shader from the old // mul(UNITY_MATRIX_MVP.. to UnityObjectToClipPos that it only changes in one place. INLINE FLOAT4 XFormObjectToClip(FLOAT4 vertex) { #if defined(SHADERLAB_GLSL) return gl_ModelViewProjectionMatrix * vertex; #else #if (UNITY_VERSION >= 560) return UnityObjectToClipPos(vertex); #else return mul(UNITY_MATRIX_MVP, vertex); #endif #endif } INLINE bool IsStereoEyeLeft(FLOAT3 worldNosePosition, FLOAT3 worldCameraRight) { #if defined(FORCEEYE_LEFT) return true; #elif defined(FORCEEYE_RIGHT) return false; #elif defined(UNITY_SINGLE_PASS_STEREO) || defined (UNITY_STEREO_INSTANCING_ENABLED) // Unity 5.4 has this new variable return (unity_StereoEyeIndex == 0); #elif defined (UNITY_DECLARE_MULTIVIEW) // OVR_multiview extension return (UNITY_VIEWID == 0); #else //#if (UNITY_VERSION > 540) && defined(GOOGLEVR) && !defined(SHADERLAB_GLSL) // Daydream support uses the skew component of the projection matrix // (But unity_CameraProjection doesn't seem to be declared when using GLSL) // NOTE: we've had to remove this minor optimisationg as it was causing too many isues. // eg. Unity 5.4.1 in GLSL mode complained UNITY_VERSION and unity_CameraProjection aren't defined //return (unity_CameraProjection[0][2] > 0.0); //#else // worldNosePosition is the camera positon passed in from Unity via script // We need to determine whether _WorldSpaceCameraPos (Unity shader variable) is to the left or to the right of _cameraPosition float dRight = distance(worldNosePosition + worldCameraRight, _WorldSpaceCameraPos); float dLeft = distance(worldNosePosition - worldCameraRight, _WorldSpaceCameraPos); return (dRight > dLeft); //#endif #endif } #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) FLOAT4 GetStereoScaleOffset(bool isLeftEye, bool isYFlipped) { FLOAT2 scale = FLOAT2(1.0, 1.0); FLOAT2 offset = FLOAT2(0.0, 0.0); // Top-Bottom #if defined(STEREO_TOP_BOTTOM) scale.y = 0.5; offset.y = 0.0; if (!isLeftEye) { offset.y = 0.5; } #if !defined(SHADERLAB_GLSL) #if !defined(UNITY_UV_STARTS_AT_TOP) // UNITY_UV_STARTS_AT_TOP is for directx if (!isYFlipped) { // Currently this only runs for Android and Windows using DirectShow offset.y = 0.5 - offset.y; } #endif #endif // Left-Right #elif defined(STEREO_LEFT_RIGHT) scale.x = 0.5; offset.x = 0.0; if (!isLeftEye) { offset.x = 0.5; } #endif return FLOAT4(scale, offset); } #endif #if defined(STEREO_DEBUG) INLINE FLOAT4 GetStereoDebugTint(bool isLeftEye) { FLOAT4 tint = FLOAT4(1.0, 1.0, 1.0, 1.0); #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) || defined(STEREO_CUSTOM_UV) FLOAT4 leftEyeColor = FLOAT4(0.0, 1.0, 0.0, 1.0); // green FLOAT4 rightEyeColor = FLOAT4(1.0, 0.0, 0.0, 1.0); // red if (isLeftEye) { tint = leftEyeColor; } else { tint = rightEyeColor; } #endif #if defined(UNITY_UV_STARTS_AT_TOP) tint.b = 0.5; #endif /*#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_DECLARE_MULTIVIEW) tint.b = 1.0; #endif*/ return tint; } #endif FLOAT2 ScaleZoomToFit(float targetWidth, float targetHeight, float sourceWidth, float sourceHeight) { #if defined(ALPHAPACK_TOP_BOTTOM) sourceHeight *= 0.5; #elif defined(ALPHAPACK_LEFT_RIGHT) sourceWidth *= 0.5; #endif float targetAspect = targetHeight / targetWidth; float sourceAspect = sourceHeight / sourceWidth; FLOAT2 scale = FLOAT2(1.0, sourceAspect / targetAspect); if (targetAspect < sourceAspect) { scale = FLOAT2(targetAspect / sourceAspect, 1.0); } return scale; } FLOAT4 OffsetAlphaPackingUV(FLOAT2 texelSize, FLOAT2 uv, bool flipVertical) { FLOAT4 result = uv.xyxy; // We don't want bilinear interpolation to cause bleeding // when reading the pixels at the edge of the packed areas. // So we shift the UV's by a fraction of a pixel so the edges don't get sampled. #if defined(ALPHAPACK_TOP_BOTTOM) float offset = texelSize.y * 1.5; result.y = lerp(0.0 + offset, 0.5 - offset, uv.y); result.w = result.y + 0.5; if (flipVertical) { // Flip vertically (and offset to put back in 0..1 range) result.yw = 1.0 - result.yw; result.yw = result.wy; } else { #if !defined(UNITY_UV_STARTS_AT_TOP) // For opengl we flip result.yw = result.wy; #endif } #elif defined(ALPHAPACK_LEFT_RIGHT) float offset = texelSize.x * 1.5; result.x = lerp(0.0 + offset, 0.5 - offset, uv.x); result.z = result.x + 0.5; if (flipVertical) { // Flip vertically (and offset to put back in 0..1 range) result.yw = 1.0 - result.yw; } #else if (flipVertical) { // Flip vertically (and offset to put back in 0..1 range) result.yw = 1.0 - result.yw; } #endif return result; } // http://entropymine.com/imageworsener/srgbformula/ INLINE HALF3 GammaToLinear(HALF3 col) { // Forced cheap version #if defined(CHEAP_GAMMATOLINEAR) #if defined (SHADERLAB_GLSL) return pow(col, vec3(2.2, 2.2, 2.2)); #else // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 return col * (col * (col * 0.305306011h + 0.682171111h) + 0.012522878h); #endif #else #if SHADER_TARGET < 30 // Cheaper approximation #if defined (SHADERLAB_GLSL) return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878); #else return col * (col * (col * 0.305306011h + 0.682171111h) + 0.012522878h); #endif #else // Accurate version if (col.r <= 0.04045) col.r = col.r / 12.92; else col.r = pow((col.r + 0.055) / 1.055, 2.4); if (col.g <= 0.04045) col.g = col.g / 12.92; else col.g = pow((col.g + 0.055) / 1.055, 2.4); if (col.b <= 0.04045) col.b = col.b / 12.92; else col.b = pow((col.b + 0.055) / 1.055, 2.4); #endif #endif return col; } INLINE HALF3 LinearToGamma(HALF3 col) { // Forced cheap version #if defined(CHEAP_GAMMATOLINEAR) #if defined (SHADERLAB_GLSL) return pow(col, vec3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2)); #else // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 return max(1.055h * pow(col, 0.416666667h) - 0.055h, 0.0h); #endif #else #if SHADER_TARGET < 30 // Cheaper approximation #if defined (SHADERLAB_GLSL) return max(1.055 * pow(col, vec3(0.416666667, 0.416666667, 0.416666667)) - 0.055, 0.0); #else return max(1.055h * pow(col, 0.416666667h) - 0.055h, 0.0h); #endif #else // Accurate version if (col.r <= 0.0031308) col.r = col.r * 12.92; else col.r = 1.055 * pow(col.r, 0.4166667) - 0.055; if (col.g <= 0.0031308) col.g = col.g * 12.92; else col.g = 1.055 * pow(col.g, 0.4166667) - 0.055; if (col.b <= 0.0031308) col.b = col.b * 12.92; else col.b = 1.055 * pow(col.b, 0.4166667) - 0.055; #endif #endif return col; } INLINE FLOAT3 Convert420YpCbCr8ToRGB(FLOAT3 ypcbcr) { #if 1 // Full range [0...255] FLOAT3X3 m = FLOAT3X3( 1.0, 0.0, 1.402, 1.0, -0.34414, -0.71414, 1.0, 1.77200, 0.0 ); FLOAT3 o = FLOAT3(0.0, -0.5, -0.5); #else // Video range [16...235] FLOAT3X3 m = FLOAT3X3( 1.1643, 0.0, 1.5958, 1.1643, -0.39173, -0.81290, 1.1643, 2.017, 0.0 ); FLOAT3 o = FLOAT3(-0.0625, -0.5, -0.5); #endif #if defined(SHADERLAB_GLSL) return m * (ypcbcr + o); #else return mul(m, ypcbcr + o); #endif }