UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo.cginc

442 lines
11 KiB
HLSL
Executable File

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