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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
98 lines
2.8 KiB
HLSL
98 lines
2.8 KiB
HLSL
// VR/AR/xR lib
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#ifndef UNITY_POSTFX_XRLIB
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#define UNITY_POSTFX_XRLIB
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#if defined(UNITY_SINGLE_PASS_STEREO)
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CBUFFER_START(UnityStereoGlobals)
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float4x4 unity_StereoMatrixP[2];
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float4x4 unity_StereoMatrixV[2];
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float4x4 unity_StereoMatrixInvV[2];
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float4x4 unity_StereoMatrixVP[2];
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float4x4 unity_StereoCameraProjection[2];
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float4x4 unity_StereoCameraInvProjection[2];
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float4x4 unity_StereoWorldToCamera[2];
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float4x4 unity_StereoCameraToWorld[2];
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float3 unity_StereoWorldSpaceCameraPos[2];
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float4 unity_StereoScaleOffset[2];
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CBUFFER_END
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CBUFFER_START(UnityStereoEyeIndex)
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int unity_StereoEyeIndex;
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CBUFFER_END
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#endif
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float _RenderViewportScaleFactor;
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float2 UnityStereoScreenSpaceUVAdjust(float2 uv, float4 scaleAndOffset)
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{
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return uv.xy * scaleAndOffset.xy + scaleAndOffset.zw;
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}
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float4 UnityStereoScreenSpaceUVAdjust(float4 uv, float4 scaleAndOffset)
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{
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return float4(UnityStereoScreenSpaceUVAdjust(uv.xy, scaleAndOffset), UnityStereoScreenSpaceUVAdjust(uv.zw, scaleAndOffset));
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}
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float2 UnityStereoClampScaleOffset(float2 uv, float4 scaleAndOffset)
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{
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return clamp(uv, scaleAndOffset.zw, scaleAndOffset.zw + scaleAndOffset.xy);
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}
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#if defined(UNITY_SINGLE_PASS_STEREO)
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float2 TransformStereoScreenSpaceTex(float2 uv, float w)
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{
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float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
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scaleOffset.xy *= _RenderViewportScaleFactor;
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return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
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}
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float2 UnityStereoTransformScreenSpaceTex(float2 uv)
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{
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return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
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}
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float4 UnityStereoTransformScreenSpaceTex(float4 uv)
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{
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return float4(UnityStereoTransformScreenSpaceTex(uv.xy), UnityStereoTransformScreenSpaceTex(uv.zw));
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}
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float2 UnityStereoClamp(float2 uv)
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{
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float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
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scaleOffset.xy *= _RenderViewportScaleFactor;
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return UnityStereoClampScaleOffset(uv, scaleOffset);
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}
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float4 UnityStereoAdjustedTexelSize(float4 texelSize) // Should take in _MainTex_TexelSize
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{
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texelSize.x = texelSize.x * 2.0; // texelSize.x = 1/w. For a double-wide texture, the true resolution is given by 2/w.
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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.
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return texelSize;
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}
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#else
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float2 TransformStereoScreenSpaceTex(float2 uv, float w)
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{
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return uv * _RenderViewportScaleFactor;
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}
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float2 UnityStereoTransformScreenSpaceTex(float2 uv)
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{
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return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
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}
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float2 UnityStereoClamp(float2 uv)
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{
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float4 scaleOffset = float4(_RenderViewportScaleFactor, _RenderViewportScaleFactor, 0.f, 0.f);
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return UnityStereoClampScaleOffset(uv, scaleOffset);
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}
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float4 UnityStereoAdjustedTexelSize(float4 texelSize)
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{
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return texelSize;
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}
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#endif
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#endif // UNITY_POSTFX_XRLIB
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