| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442 | //-----------------------------------------------------------------------------// 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;}#endifFLOAT2 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 versionINLINE 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=1INLINE 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#endifINLINE 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
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