#ifndef UTS_COMMON #define UTS_COMMON #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define inverselerp(a, b, x) saturate(((x) - (a)) / ((b) - (a))) float2 GetWHRatio() { return float2(_ScreenParams.y / _ScreenParams.x, 1); } float StepAntiAliasing(float x, float y) { float v = x - y; return saturate(v / fwidth(v));//fwidth(x) = abs(ddx(x) + ddy(x)) } #define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0)) // ---------------------------------------------------------------------------- // Transform // ---------------------------------------------------------------------------- float3 ProjectOnPlane(float3 vec, float3 normal) { return vec - normal * dot(vec, normal); } float2 Rotate_UV(float2 _uv, float _radian, float2 _piv, float _time) { float RotateUV_ang = _radian; float RotateUV_cos = cos(_time * RotateUV_ang); float RotateUV_sin = sin(_time * RotateUV_ang); return(mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv); } // Anti-perspective form Colin: Counteract perspective effects by replacing regular depth with uniform depth uniform float _AntiPerspectiveIntensity; void AntiPerspective(inout float4 clipPos) { float centerVSz = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)).z; clipPos.xy *= lerp(1.0, abs(clipPos.w) / - centerVSz, _AntiPerspectiveIntensity); } // ASE float2 UnStereo(float2 UV) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } // ---------------------------------------------------------------------------- // Color // ---------------------------------------------------------------------------- float3 ShiftColorPurity(float3 color, float purity) { return lerp(Luminance(color), color, purity); } void AlphaGammaCorrection(inout float a1, inout float a2, inout float a3, inout float a4) { float4 a = float4(a1, a2, a3, a4); a = pow(abs(a), 1 / 1.48); a1 = a.x; a2 = a.y; a3 = a.z; a4 = a.w; } void AlphaGammaCorrection(inout float alpha) { alpha = pow(abs(alpha), 1 / 1.48); } void AlphaGammaCorrection(inout float alpha, inout float alpha2) { AlphaGammaCorrection(alpha, alpha2, alpha, alpha); } void AlphaGammaCorrection(inout float alpha, inout float alpha2, inout float alpha3) { AlphaGammaCorrection(alpha, alpha2, alpha3, alpha3); } // ---------------------------------------------------------------------------- // Depth // ---------------------------------------------------------------------------- float LinearEyeDepth(float z) { return LinearEyeDepth(z, _ZBufferParams); } // https://forum.unity.com/threads/what-does-unity-exactly-do-when-we-modify-z-buffer-value-using-sv_depth.526406/ float LinearEyeDepthToOutDepth(float z) { return(1 - _ZBufferParams.w * z) / (_ZBufferParams.z * z); } // Returns the forward (Right) direction of the current view in the world space. float3 GetViewRightDir() { float4x4 viewMat = GetWorldToViewMatrix(); return viewMat[0].xyz; } // ASE float3 InvertDepthDirHD(float3 In) { float3 result = In; #if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION >= 80301 result *= float3(1, 1, -1); #endif return result; } float4x4 unity_CameraProjection; float4x4 unity_CameraInvProjection; float4x4 unity_WorldToCamera; float4x4 unity_CameraToWorld; // ASE float3 GetWorldPosFromDepthBuffer(float2 clipPos01, float cameraDepth) { #ifdef UNITY_REVERSED_Z float depth = (1.0 - cameraDepth); #else float depth = cameraDepth; #endif float3 screenPos_DepthBuffer = (float3(clipPos01, depth)); float4 clipPos = (float4((screenPos_DepthBuffer * 2.0 - 1.0), 1.0)); float4 viewPos = mul(unity_CameraInvProjection, clipPos); float3 viewPosNorm = viewPos.xyz / viewPos.w; float3 localInvertDepthDirHD = InvertDepthDirHD(viewPosNorm); return mul(unity_CameraToWorld, float4(localInvertDepthDirHD, 1.0)).xyz; } #endif