// VR/AR/xR lib #ifndef UNITY_POSTFX_XRLIB #define UNITY_POSTFX_XRLIB #if defined(UNITY_SINGLE_PASS_STEREO) CBUFFER_START(UnityStereoGlobals) float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixV[2]; float4x4 unity_StereoMatrixInvV[2]; float4x4 unity_StereoMatrixVP[2]; float4x4 unity_StereoCameraProjection[2]; float4x4 unity_StereoCameraInvProjection[2]; float4x4 unity_StereoWorldToCamera[2]; float4x4 unity_StereoCameraToWorld[2]; float3 unity_StereoWorldSpaceCameraPos[2]; float4 unity_StereoScaleOffset[2]; CBUFFER_END CBUFFER_START(UnityStereoEyeIndex) int unity_StereoEyeIndex; CBUFFER_END #endif float _RenderViewportScaleFactor; float2 UnityStereoScreenSpaceUVAdjust(float2 uv, float4 scaleAndOffset) { return uv.xy * scaleAndOffset.xy + scaleAndOffset.zw; } float4 UnityStereoScreenSpaceUVAdjust(float4 uv, float4 scaleAndOffset) { return float4(UnityStereoScreenSpaceUVAdjust(uv.xy, scaleAndOffset), UnityStereoScreenSpaceUVAdjust(uv.zw, scaleAndOffset)); } float2 UnityStereoClampScaleOffset(float2 uv, float4 scaleAndOffset) { return clamp(uv, scaleAndOffset.zw, scaleAndOffset.zw + scaleAndOffset.xy); } #if defined(UNITY_SINGLE_PASS_STEREO) float2 TransformStereoScreenSpaceTex(float2 uv, float w) { float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex]; scaleOffset.xy *= _RenderViewportScaleFactor; return uv.xy * scaleOffset.xy + scaleOffset.zw * w; } float2 UnityStereoTransformScreenSpaceTex(float2 uv) { return TransformStereoScreenSpaceTex(saturate(uv), 1.0); } float4 UnityStereoTransformScreenSpaceTex(float4 uv) { return float4(UnityStereoTransformScreenSpaceTex(uv.xy), UnityStereoTransformScreenSpaceTex(uv.zw)); } float2 UnityStereoClamp(float2 uv) { float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex]; scaleOffset.xy *= _RenderViewportScaleFactor; return UnityStereoClampScaleOffset(uv, scaleOffset); } float4 UnityStereoAdjustedTexelSize(float4 texelSize) // Should take in _MainTex_TexelSize { texelSize.x = texelSize.x * 2.0; // texelSize.x = 1/w. For a double-wide texture, the true resolution is given by 2/w. texelSize.z = texelSize.z * 0.5; // texelSize.z = w. For a double-wide texture, the true size of the eye texture is given by w/2. return texelSize; } #else float2 TransformStereoScreenSpaceTex(float2 uv, float w) { return uv * _RenderViewportScaleFactor; } float2 UnityStereoTransformScreenSpaceTex(float2 uv) { return TransformStereoScreenSpaceTex(saturate(uv), 1.0); } float2 UnityStereoClamp(float2 uv) { float4 scaleOffset = float4(_RenderViewportScaleFactor, _RenderViewportScaleFactor, 0.f, 0.f); return UnityStereoClampScaleOffset(uv, scaleOffset); } float4 UnityStereoAdjustedTexelSize(float4 texelSize) { return texelSize; } #endif #endif // UNITY_POSTFX_XRLIB