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