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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#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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// Specify this so Unity doesn't automatically update our shaders.
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#define UNITY_SHADER_NO_UPGRADE 1
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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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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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//#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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#endif
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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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// Top-Bottom
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#if defined(STEREO_TOP_BOTTOM)
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scale.y = 0.5;
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offset.y = 0.0;
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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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#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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// Left-Right
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#elif defined(STEREO_LEFT_RIGHT)
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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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#endif
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return FLOAT4(scale, offset);
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}
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#endif
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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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#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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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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#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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return tint;
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}
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#endif
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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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FLOAT4 OffsetAlphaPackingUV(FLOAT2 texelSize, FLOAT2 uv, bool flipVertical)
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{
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FLOAT4 result = uv.xyxy;
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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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#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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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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#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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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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#else
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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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#endif
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return result;
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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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#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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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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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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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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#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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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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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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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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#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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