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