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#ifndef UNITY_CG_INCLUDED

#define UNITY_CG_INCLUDED

#include "UnityShaderVariables.cginc"

#if SHADER_API_FLASH

uniform float4 unity_NPOTScale;

#endif

#if defined(SHADER_API_PS3)

# define UNITY_SAMPLE_DEPTH(value) (dot((value).wxy, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)))

#elif defined(SHADER_API_FLASH)

# define UNITY_SAMPLE_DEPTH(value) (DecodeFloatRGBA(value))

#else

# define UNITY_SAMPLE_DEPTH(value) (value).r

#endif

uniform fixed4 unity_ColorSpaceGrey;

// -------------------------------------------------------------------

// helper functions and macros used in many standard shaders

#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE) || defined (POINT) || defined (SPOT) || defined (POINT_NOATT) || defined (POINT_COOKIE)

#define USING_LIGHT_MULTI_COMPILE

#endif

#define SCALED_NORMAL (v.normal * unity_Scale.w)

struct appdata_base {

float4 vertex : POSITION;

float3 normal : NORMAL;

float4 texcoord : TEXCOORD0;

};

struct appdata_tan {

float4 vertex : POSITION;

float4 tangent : TANGENT;

float3 normal : NORMAL;

float4 texcoord : TEXCOORD0;

};

struct appdata_full {

float4 vertex : POSITION;

float4 tangent : TANGENT;

float3 normal : NORMAL;

float4 texcoord : TEXCOORD0;

float4 texcoord1 : TEXCOORD1;

fixed4 color : COLOR;

#if defined(SHADER_API_XBOX360)

half4 texcoord2 : TEXCOORD2;

half4 texcoord3 : TEXCOORD3;

half4 texcoord4 : TEXCOORD4;

half4 texcoord5 : TEXCOORD5;

#endif

};

// Computes world space light direction

inline float3 WorldSpaceLightDir( in float4 v )

{

float3 worldPos = mul(_Object2World, v).xyz;

#ifndef USING_LIGHT_MULTI_COMPILE

return _WorldSpaceLightPos0.xyz - worldPos * _WorldSpaceLightPos0.w;

#else

#ifndef USING_DIRECTIONAL_LIGHT

return _WorldSpaceLightPos0.xyz - worldPos;

#else

return _WorldSpaceLightPos0.xyz;

#endif

#endif

}

// Computes object space light direction

inline float3 ObjSpaceLightDir( in float4 v )

{

float3 objSpaceLightPos = mul(_World2Object, _WorldSpaceLightPos0).xyz;

#ifndef USING_LIGHT_MULTI_COMPILE

return objSpaceLightPos.xyz - v.xyz * _WorldSpaceLightPos0.w;

#else

#ifndef USING_DIRECTIONAL_LIGHT

return objSpaceLightPos.xyz * unity_Scale.w - v.xyz;

#else

return objSpaceLightPos.xyz;

#endif

#endif

}

// Computes world space view direction

inline float3 WorldSpaceViewDir( in float4 v )

{

return _WorldSpaceCameraPos.xyz - mul(_Object2World, v).xyz;

}

// Computes object space view direction

inline float3 ObjSpaceViewDir( in float4 v )

{

float3 objSpaceCameraPos = mul(_World2Object, float4(_WorldSpaceCameraPos.xyz, 1)).xyz * unity_Scale.w;

return objSpaceCameraPos - v.xyz;

}

// Declares 3x3 matrix 'rotation', filled with tangent space basis

#define TANGENT_SPACE_ROTATION \

float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w; \

float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal )

float3 Shade4PointLights (

float4 lightPosX, float4 lightPosY, float4 lightPosZ,

float3 lightColor0, float3 lightColor1, float3 lightColor2, float3 lightColor3,

float4 lightAttenSq,

float3 pos, float3 normal)

{

// to light vectors

float4 toLightX = lightPosX - pos.x;

float4 toLightY = lightPosY - pos.y;

float4 toLightZ = lightPosZ - pos.z;

// squared lengths

float4 lengthSq = 0;

lengthSq += toLightX * toLightX;

lengthSq += toLightY * toLightY;

lengthSq += toLightZ * toLightZ;

// NdotL

float4 ndotl = 0;

ndotl += toLightX * normal.x;

ndotl += toLightY * normal.y;

ndotl += toLightZ * normal.z;

// correct NdotL

float4 corr = rsqrt(lengthSq);

ndotl = max (float4(0,0,0,0), ndotl * corr);

// attenuation

float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);

float4 diff = ndotl * atten;

// final color

float3 col = 0;

col += lightColor0 * diff.x;

col += lightColor1 * diff.y;

col += lightColor2 * diff.z;

col += lightColor3 * diff.w;

return col;

}

float3 ShadeVertexLights (float4 vertex, float3 normal)

{

float3 viewpos = mul (UNITY_MATRIX_MV, vertex).xyz;

float3 viewN = mul ((float3x3)UNITY_MATRIX_IT_MV, normal);

float3 lightColor = UNITY_LIGHTMODEL_AMBIENT.xyz;

for (int i = 0; i < 4; i++) {

float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;

float lengthSq = dot(toLight, toLight);

float atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);

float diff = max (0, dot (viewN, normalize(toLight)));

lightColor += unity_LightColor[i].rgb * (diff * atten);

}

return lightColor;

}

// normal should be normalized, w=1.0

half3 ShadeSH9 (half4 normal)

{

half3 x1, x2, x3;

// Linear + constant polynomial terms

x1.r = dot(unity_SHAr,normal);

x1.g = dot(unity_SHAg,normal);

x1.b = dot(unity_SHAb,normal);

// 4 of the quadratic polynomials

half4 vB = normal.xyzz * normal.yzzx;

x2.r = dot(unity_SHBr,vB);

x2.g = dot(unity_SHBg,vB);

x2.b = dot(unity_SHBb,vB);

// Final quadratic polynomial

float vC = normal.x*normal.x - normal.y*normal.y;

x3 = unity_SHC.rgb * vC;

return x1 + x2 + x3;

}

// Transforms 2D UV by scale/bias property

#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)

// Transforms 4D UV by a texture matrix (use only if you know exactly which matrix you need)

#define TRANSFORM_UV(idx) mul (UNITY_MATRIX_TEXTURE##idx, v.texcoord).xy

struct v2f_vertex_lit {

float2 uv
: TEXCOORD0;

fixed4 diff
: COLOR0;

fixed4 spec
: COLOR1;

};

inline fixed4 VertexLight( v2f_vertex_lit i, sampler2D mainTex )

{

fixed4 texcol = tex2D( mainTex, i.uv );

fixed4 c;

c.xyz = ( texcol.xyz * i.diff.xyz + i.spec.xyz * texcol.a ) * 2;

c.w = texcol.w * i.diff.w;

return c;

}

// Calculates UV offset for parallax bump mapping

inline float2 ParallaxOffset( half h, half height, half3 viewDir )

{

h = h * height - height/2.0;

float3 v = normalize(viewDir);

v.z += 0.42;

return h * (v.xy / v.z);

}

// Converts color to luminance (grayscale)

inline fixed Luminance( fixed3 c )

{

return dot( c, fixed3(0.22, 0.707, 0.071) );

}

// Decodes lightmaps:

// - doubleLDR encoded on GLES

// - RGBM encoded with range [0;8] on other platforms using surface shaders

inline fixed3 DecodeLightmap( fixed4 color )

{

#if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) && defined(SHADER_API_MOBILE)

return 2.0 * color.rgb;

#else

// potentially faster to do the scalar multiplication

// in parenthesis for scalar GPUs

return (8.0 * color.a) * color.rgb;

#endif

}

// Helpers used in image effects. Most image effects use the same

// minimal vertex shader (vert_img).

struct appdata_img {

float4 vertex : POSITION;

half2 texcoord : TEXCOORD0;

};

struct v2f_img {

float4 pos : SV_POSITION;

half2 uv : TEXCOORD0;

};

float2 MultiplyUV (float4x4 mat, float2 inUV) {

float4 temp = float4 (inUV.x, inUV.y, 0, 0);

temp = mul (mat, temp);

return temp.xy;

}

v2f_img vert_img( appdata_img v )

{

v2f_img o;

o.pos = mul (UNITY_MATRIX_MVP, v.vertex);

o.uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );

return o;

}

// Encoding/decoding [0..1) floats into 8 bit/channel RGBA. Note that 1.0 will not be encoded properly.

inline float4 EncodeFloatRGBA( float v )

{

float4 kEncodeMul = float4(1.0, 255.0, 65025.0, 160581375.0);

float kEncodeBit = 1.0/255.0;

float4 enc = kEncodeMul * v;

enc = frac (enc);

enc -= enc.yzww * kEncodeBit;

return enc;

}

inline float DecodeFloatRGBA( float4 enc )

{

float4 kDecodeDot = float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0);

return dot( enc, kDecodeDot );

}

// Encoding/decoding [0..1) floats into 8 bit/channel RG. Note that 1.0 will not be encoded properly.

inline float2 EncodeFloatRG( float v )

{

float2 kEncodeMul = float2(1.0, 255.0);

float kEncodeBit = 1.0/255.0;

float2 enc = kEncodeMul * v;

enc = frac (enc);

enc.x -= enc.y * kEncodeBit;

return enc;

}

inline float DecodeFloatRG( float2 enc )

{

float2 kDecodeDot = float2(1.0, 1/255.0);

return dot( enc, kDecodeDot );

}

// Encoding/decoding view space normals into 2D 0..1 vector

inline float2 EncodeViewNormalStereo( float3 n )

{

float kScale = 1.7777;

float2 enc;

enc = n.xy / (n.z+1);

enc /= kScale;

enc = enc*0.5+0.5;

return enc;

}

inline float3 DecodeViewNormalStereo( float4 enc4 )

{

float kScale = 1.7777;

float3 nn = enc4.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);

float g = 2.0 / dot(nn.xyz,nn.xyz);

float3 n;

n.xy = g*nn.xy;

n.z = g-1;

return n;

}

inline float4 EncodeDepthNormal( float depth, float3 normal )

{

float4 enc;

enc.xy = EncodeViewNormalStereo (normal);

enc.zw = EncodeFloatRG (depth);

return enc;

}

inline void DecodeDepthNormal( float4 enc, out float depth, out float3 normal )

{

depth = DecodeFloatRG (enc.zw);

normal = DecodeViewNormalStereo (enc);

}

inline fixed3 UnpackNormalDXT5nm (fixed4 packednormal)

{

fixed3 normal;

normal.xy = packednormal.wy * 2 - 1;

#if defined(SHADER_API_FLASH)

// Flash does not have efficient saturate(), and dot() seems to require an extra register.

normal.z = sqrt(1 - normal.x*normal.x - normal.y*normal.y);

#else

normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));

#endif

return normal;

}

inline fixed3 UnpackNormal(fixed4 packednormal)

{

#if (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)) && defined(SHADER_API_MOBILE)

return packednormal.xyz * 2 - 1;

#else

return UnpackNormalDXT5nm(packednormal);

#endif

}

// Z buffer to linear 0..1 depth (0 at eye, 1 at far plane)

inline float Linear01Depth( float z )

{

return 1.0 / (_ZBufferParams.x * z + _ZBufferParams.y);

}

// Z buffer to linear depth

inline float LinearEyeDepth( float z )

{

return 1.0 / (_ZBufferParams.z * z + _ZBufferParams.w);

}

// Depth render texture helpers

#if defined(UNITY_MIGHT_NOT_H***E_DEPTH_TEXTURE)

#define UNITY_TRANSFER_DEPTH(oo) oo = o.pos.zw

#if SHADER_API_FLASH

#define UNITY_OUTPUT_DEPTH(i) return EncodeFloatRGBA(i.x/i.y)

#else

#define UNITY_OUTPUT_DEPTH(i) return i.x/i.y

#endif

#else

#define UNITY_TRANSFER_DEPTH(oo)

#define UNITY_OUTPUT_DEPTH(i) return 0

#endif

#define DECODE_EYEDEPTH(i) LinearEyeDepth(i)

#define COMPUTE_EYEDEPTH(o) o = -mul( UNITY_MATRIX_MV, v.vertex ).z

#define COMPUTE_DEPTH_01 -(mul( UNITY_MATRIX_MV, v.vertex ).z * _ProjectionParams.w)

#define COMPUTE_VIEW_NORMAL mul((float3x3)UNITY_MATRIX_IT_MV, v.normal)

// Projected screen position helpers

#define V2F_SCREEN_TYPE float4

inline float4 ComputeScreenPos (float4 pos) {

float4 o = pos * 0.5f;

#if defined(UNITY_HALF_TEXEL_OFFSET)

o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w * _ScreenParams.zw;

#else

o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w;

#endif

#if defined(SHADER_API_FLASH)

o.xy *= unity_NPOTScale.xy;

#endif

o.zw = pos.zw;

return o;

}

inline float4 ComputeGrabScreenPos (float4 pos) {

#if UNITY_UV_STARTS_AT_TOP

float scale = -1.0;

#else

float scale = 1.0;

#endif

float4 o = pos * 0.5f;

o.xy = float2(o.x, o.y*scale) + o.w;

o.zw = pos.zw;

return o;

}

// snaps post-transformed position to screen pixels

inline float4 UnityPixelSnap (float4 pos)

{

float2 hpc = _ScreenParams.xy * 0.5;

#ifdef UNITY_HALF_TEXEL_OFFSET

float2 hpcO = float2(-0.5,0.5);

#else

float2 hpcO = float2(0,0);

#endif

float2 pixelPos = floor ((pos.xy / pos.w) * hpc + 0.5);

pos.xy = (pixelPos + hpcO) / hpc * pos.w;

return pos;

}

inline float2 TransformViewToProjection (float2 v) {

return float2(v.x*UNITY_MATRIX_P[0][0], v.y*UNITY_MATRIX_P[1][1]);

}

inline float3 TransformViewToProjection (float3 v) {

return float3(v.x*UNITY_MATRIX_P[0][0], v.y*UNITY_MATRIX_P[1][1], v.z*UNITY_MATRIX_P[2][2]);

}

// Shadow caster pass helpers

#ifdef SHADOWS_CUBE

#define V2F_SHADOW_CASTER float4 pos : SV_POSITION; float3 vec : TEXCOORD0

#define TRANSFER_SHADOW_CASTER(o) o.vec = mul( _Object2World, v.vertex ).xyz - _LightPositionRange.xyz; o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

#define SHADOW_CASTER_FRAGMENT(i) return EncodeFloatRGBA( min(length(i.vec) * _LightPositionRange.w, 0.999) );

#else

#if defined(UNITY_MIGHT_NOT_H***E_DEPTH_TEXTURE)

#define V2F_SHADOW_CASTER float4 pos : SV_POSITION; float4 hpos : TEXCOORD0

#define TRANSFER_SHADOW_CASTER(o) o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos.z += unity_LightShadowBias.x; \

float clamped = max(o.pos.z, o.pos.w*UNITY_NEAR_CLIP_VALUE); o.pos.z = lerp(o.pos.z, clamped, unity_LightShadowBias.y); o.hpos = o.pos;

#else

#define V2F_SHADOW_CASTER float4 pos : SV_POSITION

#define TRANSFER_SHADOW_CASTER(o) o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos.z += unity_LightShadowBias.x; \

float clamped = max(o.pos.z, o.pos.w*UNITY_NEAR_CLIP_VALUE); o.pos.z = lerp(o.pos.z, clamped, unity_LightShadowBias.y);

#endif

#define SHADOW_CASTER_FRAGMENT(i) UNITY_OUTPUT_DEPTH(i.hpos.zw);

#endif

// Shadow collector pass helpers

#ifdef SHADOW_COLLECTOR_PASS

#if !defined(SHADOWMAPSAMPLER_DEFINED)

UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);

#endif

#define V2F_SHADOW_COLLECTOR float4 pos : SV_POSITION; float3 _ShadowCoord0 : TEXCOORD0; float3 _ShadowCoord1 : TEXCOORD1; float3 _ShadowCoord2 : TEXCOORD2; float3 _ShadowCoord3 : TEXCOORD3; float4 _WorldPosViewZ : TEXCOORD4

#define TRANSFER_SHADOW_COLLECTOR(o) \

o.pos = mul(UNITY_MATRIX_MVP, v.vertex); \

float4 wpos = mul(_Object2World, v.vertex); \

o._WorldPosViewZ.xyz = wpos; \

o._WorldPosViewZ.w = -mul( UNITY_MATRIX_MV, v.vertex ).z; \

o._ShadowCoord0 = mul(unity_World2Shadow[0], wpos).xyz; \

o._ShadowCoord1 = mul(unity_World2Shadow[1], wpos).xyz; \

o._ShadowCoord2 = mul(unity_World2Shadow[2], wpos).xyz; \

o._ShadowCoord3 = mul(unity_World2Shadow[3], wpos).xyz;

#if defined (SHADOWS_NATIVE)

#define SAMPLE_SHADOW_COLLECTOR_SHADOW(coord) \

half shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture,coord); \

shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r);

#else

#define SAMPLE_SHADOW_COLLECTOR_SHADOW(coord) \

float shadow = UNITY_SAMPLE_DEPTH(tex2D( _ShadowMapTexture, coord.xy )) < coord.z ? _LightShadowData.r : 1.0;

#endif

#define COMPUTE_SHADOW_COLLECTOR_SHADOW(i, weights, shadowFade) \

float4 coord = float4(i._ShadowCoord0 * weights[0] + i._ShadowCoord1 * weights[1] + i._ShadowCoord2 * weights[2] + i._ShadowCoord3 * weights[3], 1); \

SAMPLE_SHADOW_COLLECTOR_SHADOW(coord) \

float4 res; \

res.x = saturate(shadow + shadowFade); \

res.y = 1.0; \

res.zw = EncodeFloatRG (1 - i._WorldPosViewZ.w * _ProjectionParams.w); \

return res;

#if defined (SHADOWS_SPLIT_SPHERES)

#define SHADOW_COLLECTOR_FRAGMENT(i) \

float3 fromCenter0 = i._WorldPosViewZ.xyz - unity_ShadowSplitSpheres[0].xyz; \

float3 fromCenter1 = i._WorldPosViewZ.xyz - unity_ShadowSplitSpheres[1].xyz; \

float3 fromCenter2 = i._WorldPosViewZ.xyz - unity_ShadowSplitSpheres[2].xyz; \

float3 fromCenter3 = i._WorldPosViewZ.xyz - unity_ShadowSplitSpheres[3].xyz; \

float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3)); \

float4 cascadeWeights = float4(distances2 < unity_ShadowSplitSqRadii); \

cascadeWeights.yzw = saturate(cascadeWeights.yzw - cascadeWeights.xyz); \

float sphereDist = distance(i._WorldPosViewZ.xyz, unity_ShadowFadeCenterAndType.xyz); \

float shadowFade = saturate(sphereDist * _LightShadowData.z + _LightShadowData.w); \

COMPUTE_SHADOW_COLLECTOR_SHADOW(i, cascadeWeights, shadowFade)

#else

#define SHADOW_COLLECTOR_FRAGMENT(i) \

float4 viewZ = i._WorldPosViewZ.w; \

float4 zNear = float4( viewZ >= _LightSplitsNear ); \

float4 zFar = float4( viewZ < _LightSplitsFar ); \

float4 cascadeWeights = zNear * zFar; \

float shadowFade = saturate(i._WorldPosViewZ.w * _LightShadowData.z + _LightShadowData.w); \

COMPUTE_SHADOW_COLLECTOR_SHADOW(i, cascadeWeights, shadowFade)

#endif

#endif

#endif
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