ici_recycle_vr/Assets/LiquidVolumePro/Resources/Shaders/LVCommonsURP.hlsl
Diaconescu Andrei-Alexandru 19674bfe5d Am adaugat ICI Recycle
2025-05-26 12:54:36 +03:00

107 lines
3.7 KiB
HLSL

#ifndef LVPRO_COMMONS_URP
#define LVPRO_COMMONS_URP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
// ***** Custom options *******
//#define ORTHO_SUPPORT
//#define USE_ALTERNATE_RECONSTRUCT_API
// Common URP code
#define VR_ENABLED defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
#if defined(USE_ALTERNATE_RECONSTRUCT_API) || VR_ENABLED
#define CLAMP_RAY_DEPTH(rayStart, scrPos, t1) ClampRayDepthAlt(rayStart, scrPos, t1)
#else
#define CLAMP_RAY_DEPTH(rayStart, scrPos, t1) ClampRayDepth(rayStart, scrPos, t1)
#endif
TEXTURE2D(_CustomDepthTexture);
SAMPLER(sampler_CustomDepthTexture);
int VF2_FLIP_DEPTH_TEXTURE;
inline float GetRawDepth(float2 uv) {
float sceneDepth = SampleSceneDepth(VF2_FLIP_DEPTH_TEXTURE ? float2(uv.x, 1.0 - uv.y) : uv);
#if VF2_DEPTH_PREPASS
float customDepth = SAMPLE_DEPTH_TEXTURE(_CustomDepthTexture, sampler_CustomDepthTexture, uv );
#if UNITY_REVERSED_Z
sceneDepth = max(sceneDepth, customDepth);
#else
sceneDepth = min(sceneDepth, customDepth);
#endif
#endif
return sceneDepth;
}
void ClampRayDepth(float3 rayStart, float4 scrPos, inout float t1) {
float2 uv = scrPos.xy / scrPos.w;
// World position reconstruction
float depth = GetRawDepth(uv);
float4 raw = mul(UNITY_MATRIX_I_VP, float4(uv * 2.0 - 1.0, depth, 1.0));
float3 worldPos = raw.xyz / raw.w;
float z = distance(rayStart, worldPos.xyz);
t1 = min(t1, z);
}
// Alternate reconstruct API; URP 7.4 doesn't set UNITY_MATRIX_I_VP correctly in VR, so we need to use this alternate method
inline float GetLinearEyeDepth(float2 uv) {
float rawDepth = SampleSceneDepth(VF2_FLIP_DEPTH_TEXTURE ? float2(uv.x, 1.0 - uv.y) : uv);
float sceneLinearDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
#if defined(ORTHO_SUPPORT)
#if UNITY_REVERSED_Z
rawDepth = 1.0 - rawDepth;
#endif
float orthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth);
sceneLinearDepth = lerp(sceneLinearDepth, orthoDepth, unity_OrthoParams.w);
#endif
#if VF2_DEPTH_PREPASS
float customRawDepth = SAMPLE_DEPTH_TEXTURE(_CustomDepthTexture, sampler_CustomDepthTexture, uv);
float customLinearDepth = LinearEyeDepth(customRawDepth, _ZBufferParams);
#if defined(ORTHO_SUPPORT)
#if UNITY_REVERSED_Z
customRawDepth = 1.0 - customRawDepth;
#endif
float customOrthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, customRawDepth);
customLinearDepth = lerp(customLinearDepth, customOrthoDepth, unity_OrthoParams.w);
#endif
sceneLinearDepth = min(sceneLinearDepth, customLinearDepth);
#endif
return sceneLinearDepth;
}
void ClampRayDepthAlt(float3 rayStart, float4 scrPos, inout float t1) {
float2 uv = scrPos.xy / scrPos.w;
float vz = GetLinearEyeDepth(uv);
#if defined(ORTHO_SUPPORT)
if (unity_OrthoParams.w) {
t1 = min(t1, vz);
return;
}
#endif
float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);
float2 suv = uv;
#if UNITY_SINGLE_PASS_STEREO
// If Single-Pass Stereo mode is active, transform the
// coordinates to get the correct output UV for the current eye.
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
suv = (suv - scaleOffset.zw) / scaleOffset.xy;
#endif
float3 vpos = float3((suv * 2 - 1) / p11_22, -1) * vz;
float4 wpos = mul(unity_CameraToWorld, float4(vpos, 1));
float z = distance(rayStart, wpos.xyz);
t1 = min(t1, z);
}
#endif // LVPRO_COMMONS_URP