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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
- // NOTE: Bug #1165: _WorldSpaceCameraPos is not correct in multipass VR (when skybox is used) but UNITY_MATRIX_I_V seems to be
- #if defined(UNITY_MATRIX_I_V)
- 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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