//----------------------------------------------------------------------------- // Copyright 2015-2021 RenderHeads Ltd. All rights reserverd. //----------------------------------------------------------------------------- //#define AVPRO_CHEAP_GAMMA_CONVERSION #if defined (SHADERLAB_GLSL) #define AVPRO_CHEAP_GAMMA_CONVERSION #define INLINE #define FIXED float #define HALF float #define HALF2 vec2 #define HALF3 vec3 #define HALF4 vec4 #define FLOAT2 vec2 #define FLOAT3 vec3 #define FLOAT4 vec4 #define FIXED4 vec4 #define FLOAT3X3 mat3 #define FLOAT4X4 mat4 #define LERP mix #else #define INLINE inline #define FIXED fixed #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define FLOAT2 float2 #define FLOAT3 float3 #define FLOAT4 float4 #define FIXED4 fixed4 #define FLOAT3X3 float3x3 #define FLOAT4X4 float4x4 #define LERP lerp #endif // Specify this so Unity doesn't automatically update our shaders. #define UNITY_SHADER_NO_UPGRADE 1 //#pragma multi_compile __ XR_USE_BUILT_IN_EYE_VARIABLE // We use this method so that when Unity automatically updates the shader from the old // mul(UNITY_MATRIX_MVP.. to UnityObjectToClipPos that it only changes in one place. INLINE FLOAT4 XFormObjectToClip(FLOAT4 vertex) { #if defined(SHADERLAB_GLSL) return gl_ModelViewProjectionMatrix * vertex; #else return UnityObjectToClipPos(vertex); #endif } uniform FLOAT3 _WorldCameraPosition; uniform FLOAT3 _WorldCameraRight; INLINE bool IsStereoEyeLeft() { #if defined(FORCEEYE_LEFT) return true; #elif defined(FORCEEYE_RIGHT) return false; //#elif defined(USING_STEREO_MATRICES) || defined(XR_USE_BUILT_IN_EYE_VARIABLE) #elif defined(USING_STEREO_MATRICES) // Unity 5.4 has this new variable return (unity_StereoEyeIndex == 0); #elif defined (UNITY_DECLARE_MULTIVIEW) // OVR_multiview extension return (UNITY_VIEWID == 0); #else #if defined(SHADERLAB_GLSL) && defined(USING_URP) // NOTE: Bug #1416: URP + OES FLOAT3 renderCameraPos = FLOAT3( gl_ModelViewMatrixInverseTranspose[0][3], gl_ModelViewMatrixInverseTranspose[1][3], gl_ModelViewMatrixInverseTranspose[2][3] ); #elif defined(UNITY_MATRIX_I_V) // NOTE: Bug #1165: _WorldSpaceCameraPos is not correct in multipass VR (when skybox is used) but UNITY_MATRIX_I_V seems to be FLOAT3 renderCameraPos = UNITY_MATRIX_I_V._m03_m13_m23; #else FLOAT3 renderCameraPos = _WorldSpaceCameraPos.xyz; #endif float fL = distance(_WorldCameraPosition - _WorldCameraRight, renderCameraPos); float fR = distance(_WorldCameraPosition + _WorldCameraRight, renderCameraPos); return (fL < fR); #endif } #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) FLOAT4 GetStereoScaleOffset(bool isLeftEye, bool isYFlipped) { FLOAT2 scale = FLOAT2(1.0, 1.0); FLOAT2 offset = FLOAT2(0.0, 0.0); // Top-Bottom #if defined(STEREO_TOP_BOTTOM) scale.y = 0.5; offset.y = 0.0; if (!isLeftEye) { offset.y = 0.5; } #if !defined(SHADERLAB_GLSL) //#if !defined(UNITY_UV_STARTS_AT_TOP) // UNITY_UV_STARTS_AT_TOP is for directx if (!isYFlipped) { // Currently this only runs for Android and Windows using DirectShow offset.y = 0.5 - offset.y; } //#endif #endif // Left-Right #elif defined(STEREO_LEFT_RIGHT) scale.x = 0.5; offset.x = 0.0; if (!isLeftEye) { offset.x = 0.5; } #endif return FLOAT4(scale, offset); } #endif #if defined(STEREO_DEBUG) INLINE FLOAT4 GetStereoDebugTint(bool isLeftEye) { FLOAT4 tint = FLOAT4(1.0, 1.0, 1.0, 1.0); #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) || defined(STEREO_CUSTOM_UV) FLOAT4 leftEyeColor = FLOAT4(0.0, 1.0, 0.0, 1.0); // green FLOAT4 rightEyeColor = FLOAT4(1.0, 0.0, 0.0, 1.0); // red if (isLeftEye) { tint = leftEyeColor; } else { tint = rightEyeColor; } #endif #if defined(UNITY_UV_STARTS_AT_TOP) //tint.b = 0.5; #endif /*#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_DECLARE_MULTIVIEW) tint.b = 1.0; #endif*/ return tint; } #endif FLOAT2 ScaleZoomToFit(float targetWidth, float targetHeight, float sourceWidth, float sourceHeight) { #if defined(ALPHAPACK_TOP_BOTTOM) sourceHeight *= 0.5; #elif defined(ALPHAPACK_LEFT_RIGHT) sourceWidth *= 0.5; #endif float targetAspect = targetHeight / targetWidth; float sourceAspect = sourceHeight / sourceWidth; FLOAT2 scale = FLOAT2(1.0, sourceAspect / targetAspect); if (targetAspect < sourceAspect) { scale = FLOAT2(targetAspect / sourceAspect, 1.0); } return scale; } FLOAT4 OffsetAlphaPackingUV(FLOAT2 texelSize, FLOAT2 uv, bool flipVertical) { FLOAT4 result = uv.xyxy; // We don't want bilinear interpolation to cause bleeding // when reading the pixels at the edge of the packed areas. // So we shift the UV's by a fraction of a pixel so the edges don't get sampled. #if defined(ALPHAPACK_TOP_BOTTOM) float offset = texelSize.y * 1.5; result.y = LERP(0.0 + offset, 0.5 - offset, uv.y); result.w = result.y + 0.5; if (flipVertical) { // Flip vertically (and offset to put back in 0..1 range) result.yw = 1.0 - result.yw; result.yw = result.wy; } else { #if !defined(UNITY_UV_STARTS_AT_TOP) // For opengl we flip result.yw = result.wy; #endif } #elif defined(ALPHAPACK_LEFT_RIGHT) float offset = texelSize.x * 1.5; result.x = LERP(0.0 + offset, 0.5 - offset, uv.x); result.z = result.x + 0.5; if (flipVertical) { // Flip vertically (and offset to put back in 0..1 range) result.yw = 1.0 - result.yw; } #else if (flipVertical) { // Flip vertically (and offset to put back in 0..1 range) result.yw = 1.0 - result.yw; } #endif return result; } INLINE HALF3 GammaToLinear_ApproxPow(HALF3 col) { #if defined (SHADERLAB_GLSL) return pow(col, HALF3(2.2, 2.2, 2.2)); #else return pow(col, HALF3(2.2h, 2.2h, 2.2h)); #endif } INLINE HALF3 LinearToGamma_ApproxPow(HALF3 col) { #if defined (SHADERLAB_GLSL) return pow(col, HALF3(1.0/2.2, 1.0/2.2, 1.0/2.2)); #else return pow(col, HALF3(1.0h/2.2h, 1.0h/2.2h, 1.0h/2.2h)); #endif } // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 // NOTE: This is about 4 instructions vs 10 instructions for the accurate version INLINE HALF3 GammaToLinear_ApproxFit(HALF3 col) { #if defined (SHADERLAB_GLSL) HALF a = 0.305306011; HALF b = 0.682171111; HALF c = 0.012522878; #else HALF a = 0.305306011h; HALF b = 0.682171111h; HALF c = 0.012522878h; #endif return col * (col * (col * a + b) + c); } // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 INLINE HALF3 LinearToGamma_ApproxFit(HALF3 col) { #if defined (SHADERLAB_GLSL) HALF a = 0.416666667; HALF b = 0.055; HALF c = 0.0; HALF d = 1.055; #else HALF a = 0.416666667h; HALF b = 0.055h; HALF c = 0.0h; HALF d = 1.055h; #endif return max(d * pow(col, HALF3(a, a, a)) - b, c); } INLINE HALF3 GammaToLinear_Accurate(HALF3 col) { if (col.r <= 0.04045) col.r = col.r / 12.92; else col.r = pow((col.r + 0.055) / 1.055, 2.4); if (col.g <= 0.04045) col.g = col.g / 12.92; else col.g = pow((col.g + 0.055) / 1.055, 2.4); if (col.b <= 0.04045) col.b = col.b / 12.92; else col.b = pow((col.b + 0.055) / 1.055, 2.4); // NOTE: We tried to optimise the above, but actually the compiler does a better job.. /*HALF3 a = col / 12.92; HALF3 b = pow((col + 0.055) / 1.055, 2.4); HALF3 c = step(col,0.04045); col = LERP(b, a, c);*/ return col; } INLINE HALF3 LinearToGamma_Accurate(HALF3 col) { if (col.r <= 0.0031308) col.r = col.r * 12.92; else col.r = 1.055 * pow(col.r, 0.4166667) - 0.055; if (col.g <= 0.0031308) col.g = col.g * 12.92; else col.g = 1.055 * pow(col.g, 0.4166667) - 0.055; if (col.b <= 0.0031308) col.b = col.b * 12.92; else col.b = 1.055 * pow(col.b, 0.4166667) - 0.055; return col; } // http://entropymine.com/imageworsener/srgbformula/ INLINE HALF3 GammaToLinear(HALF3 col) { #if defined(AVPRO_CHEAP_GAMMA_CONVERSION) return GammaToLinear_ApproxFit(col); #else return GammaToLinear_Accurate(col); #endif } // http://entropymine.com/imageworsener/srgbformula/ INLINE HALF3 LinearToGamma(HALF3 col) { #if defined(AVPRO_CHEAP_GAMMA_CONVERSION) return LinearToGamma_ApproxFit(col); #else return LinearToGamma_Accurate(col); #endif } INLINE FLOAT3 ConvertYpCbCrToRGB(FLOAT3 YpCbCr, FLOAT4X4 YpCbCrTransform) { #if defined(SHADERLAB_GLSL) return clamp(FLOAT3X3(YpCbCrTransform) * (YpCbCr + YpCbCrTransform[3].xyz), 0.0, 1.0); #else return saturate(mul((FLOAT3X3)YpCbCrTransform, YpCbCr + YpCbCrTransform[3].xyz)); #endif } #if defined(SHADERLAB_GLSL) #if __VERSION__ < 300 #define TEX_EXTERNAL(sampler, uv) texture2D(sampler, uv.xy); #else #define TEX_EXTERNAL(sampler, uv) texture(sampler, uv.xy) #endif #endif INLINE HALF4 SampleRGBA(sampler2D tex, FLOAT2 uv) { #if defined(SHADERLAB_GLSL) // GLSL doesn't support tex2D, and Adreno GPU doesn't support passing sampler as a parameter, so just return if this is called return HALF4(1.0, 1.0, 0.0, 1.0); #else HALF4 rgba = tex2D(tex, uv); #if defined(APPLY_GAMMA) rgba.rgb = GammaToLinear(rgba.rgb); #endif return rgba; #endif } INLINE HALF4 SampleYpCbCr(sampler2D luma, sampler2D chroma, FLOAT2 uv, FLOAT4X4 YpCbCrTransform) { #if defined(SHADERLAB_GLSL) // GLSL doesn't support tex2D, and Adreno GPU doesn't support passing sampler as a parameter, so just return if this is called return HALF4(1.0, 1.0, 0.0, 1.0); #else #if defined(SHADER_API_METAL) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) FLOAT3 YpCbCr = FLOAT3(tex2D(luma, uv).r, tex2D(chroma, uv).rg); #else FLOAT3 YpCbCr = FLOAT3(tex2D(luma, uv).r, tex2D(chroma, uv).ra); #endif HALF4 rgba = HALF4(ConvertYpCbCrToRGB(YpCbCr, YpCbCrTransform), 1.0); #if defined(APPLY_GAMMA) rgba.rgb = GammaToLinear(rgba.rgb); #endif return rgba; #endif } INLINE HALF SamplePackedAlpha(sampler2D tex, FLOAT2 uv) { #if defined(SHADERLAB_GLSL) // GLSL doesn't support tex2D, and Adreno GPU doesn't support passing sampler as a parameter, so just return if this is called return 0.0; #else HALF alpha; #if defined(USE_YPCBCR) alpha = (tex2D(tex, uv).r - 0.0625) * (255.0 / 219.0); #else HALF3 rgb = tex2D(tex, uv).rgb; #if defined(APPLY_GAMMA) rgb = GammaToLinear(rgb); #endif alpha = (rgb.r + rgb.g + rgb.b) / 3.0; #endif return alpha; #endif } #if defined(USE_HSBC) INLINE HALF3 ApplyHue(HALF3 color, HALF hue) { HALF angle = radians(hue); HALF3 k = HALF3(0.57735, 0.57735, 0.57735); HALF cosAngle = cos(angle); //Rodrigues' rotation formula return color * cosAngle + cross(k, color) * sin(angle) + k * dot(k, color) * (1.0 - cosAngle); } INLINE HALF3 ApplyHSBEffect(HALF3 color, FIXED4 hsbc) { HALF hue = hsbc.r * 360.0; HALF saturation = hsbc.g * 2.0; HALF brightness = hsbc.b * 2.0 - 1.0; HALF contrast = hsbc.a * 2.0; HALF3 result = color; result.rgb = ApplyHue(result, hue); result.rgb = (result - 0.5) * contrast + 0.5 + brightness; #if defined(SHADERLAB_GLSL) result.rgb = LERP(vec3(Luminance(result)), result, saturation); #else result.rgb = LERP(Luminance(result), result, saturation); #endif return result; } #endif