mirror of
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>
322 lines
8.7 KiB
HLSL
322 lines
8.7 KiB
HLSL
// Because this framework is supposed to work with the legacy render pipelines AND scriptable render
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// pipelines we can't use Unity's shader libraries (some scriptable pipelines come with their own
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// shader lib). So here goes a minimal shader lib only used for post-processing to ensure good
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// compatibility with all pipelines.
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#ifndef UNITY_POSTFX_STDLIB
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#define UNITY_POSTFX_STDLIB
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// -----------------------------------------------------------------------------
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// API macros
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#if defined(SHADER_API_PSSL)
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#include "API/PSSL.hlsl"
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#elif defined(SHADER_API_XBOXONE)
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#include "API/XboxOne.hlsl"
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#elif defined(SHADER_API_D3D11)
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#include "API/D3D11.hlsl"
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#elif defined(SHADER_API_D3D12)
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#include "API/D3D12.hlsl"
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#elif defined(SHADER_API_D3D9) || defined(SHADER_API_D3D11_9X)
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#include "API/D3D9.hlsl"
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#elif defined(SHADER_API_VULKAN)
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#include "API/Vulkan.hlsl"
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#elif defined(SHADER_API_SWITCH)
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#include "API/Switch.hlsl"
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#elif defined(SHADER_API_METAL)
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#include "API/Metal.hlsl"
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#elif defined(SHADER_API_PSP2)
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#include "API/PSP2.hlsl"
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#else
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#include "API/OpenGL.hlsl"
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#endif
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#if defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_SWITCH) || defined(SHADER_API_PSP2)
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#define SHADER_API_CONSOLE
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#endif
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// -----------------------------------------------------------------------------
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// Constants
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#define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15
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#define HALF_MAX_MINUS1 65472.0 // (2 - 2^-9) * 2^15
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#define EPSILON 1.0e-4
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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#define FOUR_PI 12.56637061436
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#define INV_PI 0.31830988618
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#define INV_TWO_PI 0.15915494309
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#define INV_FOUR_PI 0.07957747155
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#define HALF_PI 1.57079632679
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#define INV_HALF_PI 0.636619772367
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#define FLT_EPSILON 1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0
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#define FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
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#define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
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// -----------------------------------------------------------------------------
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// Compatibility functions
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#if (SHADER_TARGET < 50 && !defined(SHADER_API_PSSL))
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float rcp(float value)
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{
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return 1.0 / value;
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}
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#endif
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#if defined(SHADER_API_GLES)
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#define mad(a, b, c) (a * b + c)
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#endif
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#ifndef INTRINSIC_MINMAX3
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float Min3(float a, float b, float c)
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{
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return min(min(a, b), c);
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}
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float2 Min3(float2 a, float2 b, float2 c)
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{
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return min(min(a, b), c);
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}
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float3 Min3(float3 a, float3 b, float3 c)
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{
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return min(min(a, b), c);
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}
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float4 Min3(float4 a, float4 b, float4 c)
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{
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return min(min(a, b), c);
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}
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float Max3(float a, float b, float c)
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{
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return max(max(a, b), c);
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}
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float2 Max3(float2 a, float2 b, float2 c)
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{
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return max(max(a, b), c);
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}
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float3 Max3(float3 a, float3 b, float3 c)
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{
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return max(max(a, b), c);
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}
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float4 Max3(float4 a, float4 b, float4 c)
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{
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return max(max(a, b), c);
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}
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#endif // INTRINSIC_MINMAX3
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// https://twitter.com/SebAaltonen/status/878250919879639040
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// madd_sat + madd
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float FastSign(float x)
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{
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return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
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}
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float2 FastSign(float2 x)
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{
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return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
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}
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float3 FastSign(float3 x)
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{
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return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
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}
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float4 FastSign(float4 x)
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{
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return saturate(x * FLT_MAX + 0.5) * 2.0 - 1.0;
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}
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// Using pow often result to a warning like this
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// "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them"
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// PositivePow remove this warning when you know the value is positive and avoid inf/NAN.
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float PositivePow(float base, float power)
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{
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return pow(max(abs(base), float(FLT_EPSILON)), power);
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}
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float2 PositivePow(float2 base, float2 power)
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{
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return pow(max(abs(base), float2(FLT_EPSILON, FLT_EPSILON)), power);
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}
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float3 PositivePow(float3 base, float3 power)
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{
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return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
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}
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float4 PositivePow(float4 base, float4 power)
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{
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return pow(max(abs(base), float4(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
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}
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// NaN checker
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// /Gic isn't enabled on fxc so we can't rely on isnan() anymore
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bool IsNan(float x)
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{
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// For some reason the following tests outputs "internal compiler error" randomly on desktop
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// so we'll use a safer but slightly slower version instead :/
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//return (x <= 0.0 || 0.0 <= x) ? false : true;
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return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true;
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}
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bool AnyIsNan(float2 x)
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{
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return IsNan(x.x) || IsNan(x.y);
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}
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bool AnyIsNan(float3 x)
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{
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return IsNan(x.x) || IsNan(x.y) || IsNan(x.z);
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}
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bool AnyIsNan(float4 x)
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{
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return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w);
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}
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// -----------------------------------------------------------------------------
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// Std unity data
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float4x4 unity_CameraProjection;
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float4x4 unity_MatrixVP;
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float4x4 unity_ObjectToWorld;
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float4x4 unity_WorldToCamera;
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float3 _WorldSpaceCameraPos;
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float4 _ProjectionParams; // x: 1 (-1 flipped), y: near, z: far, w: 1/far
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float4 unity_ColorSpaceLuminance;
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float4 unity_DeltaTime; // x: dt, y: 1/dt, z: smoothDt, w: 1/smoothDt
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float4 unity_OrthoParams; // x: width, y: height, z: unused, w: ortho ? 1 : 0
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float4 _ZBufferParams; // x: 1-far/near, y: far/near, z: x/far, w: y/far
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float4 _ScreenParams; // x: width, y: height, z: 1+1/width, w: 1+1/height
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float4 _Time; // x: t/20, y: t, z: t*2, w: t*3
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float4 _SinTime; // x: sin(t/20), y: sin(t), z: sin(t*2), w: sin(t*3)
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float4 _CosTime; // x: cos(t/20), y: cos(t), z: cos(t*2), w: cos(t*3)
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// -----------------------------------------------------------------------------
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// Std functions
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// Z buffer depth to linear 0-1 depth
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// Handles orthographic projection correctly
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float Linear01Depth(float z)
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{
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float isOrtho = unity_OrthoParams.w;
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float isPers = 1.0 - unity_OrthoParams.w;
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z *= _ZBufferParams.x;
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return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y);
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}
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float LinearEyeDepth(float z)
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{
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return rcp(_ZBufferParams.z * z + _ZBufferParams.w);
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}
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// Clamp HDR value within a safe range
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half3 SafeHDR(half3 c)
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{
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return min(c, HALF_MAX);
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}
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half4 SafeHDR(half4 c)
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{
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return min(c, HALF_MAX);
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}
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// Decode normals stored in _CameraDepthNormalsTexture
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float3 DecodeViewNormalStereo(float4 enc4)
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{
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float kScale = 1.7777;
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float3 nn = enc4.xyz * float3(2.0 * kScale, 2.0 * kScale, 0) + float3(-kScale, -kScale, 1);
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float g = 2.0 / dot(nn.xyz, nn.xyz);
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float3 n;
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n.xy = g * nn.xy;
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n.z = g - 1.0;
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return n;
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}
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// Interleaved gradient function from Jimenez 2014
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// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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float GradientNoise(float2 uv)
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{
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uv = floor(uv * _ScreenParams.xy);
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float f = dot(float2(0.06711056, 0.00583715), uv);
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return frac(52.9829189 * frac(f));
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}
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// Vertex manipulation
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float2 TransformTriangleVertexToUV(float2 vertex)
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{
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float2 uv = (vertex + 1.0) * 0.5;
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return uv;
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}
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#include "xRLib.hlsl"
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// -----------------------------------------------------------------------------
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// Default vertex shaders
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struct AttributesDefault
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{
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float3 vertex : POSITION;
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};
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struct VaryingsDefault
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoordStereo : TEXCOORD1;
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#if STEREO_INSTANCING_ENABLED
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uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
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#endif
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};
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#if STEREO_INSTANCING_ENABLED
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float _DepthSlice;
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#endif
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VaryingsDefault VertDefault(AttributesDefault v)
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{
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VaryingsDefault o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
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return o;
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}
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float4 _UVTransform; // xy: scale, wz: translate
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#if STEREO_DOUBLEWIDE_TARGET
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float4 _PosScaleOffset; // xy: scale, wz: offset
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#endif
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VaryingsDefault VertUVTransform(AttributesDefault v)
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{
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VaryingsDefault o;
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#if STEREO_DOUBLEWIDE_TARGET
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o.vertex = float4(v.vertex.xy * _PosScaleOffset.xy + _PosScaleOffset.zw, 0.0, 1.0);
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#else
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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#endif
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy) * _UVTransform.xy + _UVTransform.zw;
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o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
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#if STEREO_INSTANCING_ENABLED
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o.stereoTargetEyeIndex = (uint)_DepthSlice;
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#endif
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return o;
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}
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#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
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#endif // UNITY_POSTFX_STDLIB
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