// Provies missing variables for the FullScreen pass #ifndef FULLSCREEN_COMMON_INCLUDED #define FULLSCREEN_COMMON_INCLUDED struct FragOutput { float4 color : SV_TARGET; #ifdef DEPTH_WRITE float depth : DEPTH_OFFSET_SEMANTIC; #endif }; float4x4 inverse(float4x4 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3], a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3], a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3], a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; return float4x4( a11 * b11 - a12 * b10 + a13 * b09, a02 * b10 - a01 * b11 - a03 * b09, a31 * b05 - a32 * b04 + a33 * b03, a22 * b04 - a21 * b05 - a23 * b03, a12 * b08 - a10 * b11 - a13 * b07, a00 * b11 - a02 * b08 + a03 * b07, a32 * b02 - a30 * b05 - a33 * b01, a20 * b05 - a22 * b02 + a23 * b01, a10 * b10 - a11 * b08 + a13 * b06, a01 * b08 - a00 * b10 - a03 * b06, a30 * b04 - a31 * b02 + a33 * b00, a21 * b02 - a20 * b04 - a23 * b00, a11 * b07 - a10 * b09 - a12 * b06, a00 * b09 - a01 * b07 + a02 * b06, a31 * b01 - a30 * b03 - a32 * b00, a20 * b03 - a21 * b01 + a22 * b00) / det; } // Some render pipeline don't have access to the inverse view projection matrix // It's okay to compute it in the vertex shader because we only have 3 to 4 vertices void BuildVaryingsWithoutInverseProjection(Attributes input, inout Varyings output) { UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.texCoord0 = output.positionCS * 0.5 + 0.5; #if UNITY_UV_STARTS_AT_TOP if (_FlipY < 0.5) output.texCoord0.y = 1 - output.texCoord0.y; #endif float3x3 inverseView = (float3x3)inverse(UNITY_MATRIX_V); float4x4 inverseProj = inverse(UNITY_MATRIX_P); float4 viewDirectionEyeSpace = mul(inverseProj, float4(output.positionCS.xyz, 1)); float3 viewDirectionWS = mul(inverseView, viewDirectionEyeSpace.xyz).xyz; // Encode view direction in texCoord1 output.texCoord1.xyz = viewDirectionWS; } void BuildVaryings(Attributes input, inout Varyings output) { UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.texCoord0 = output.positionCS * 0.5 + 0.5; #if UNITY_UV_STARTS_AT_TOP if (_FlipY < 0.5) output.texCoord0.y = 1 - output.texCoord0.y; #endif float3 p = ComputeWorldSpacePosition(output.positionCS, UNITY_MATRIX_I_VP); // Encode view direction in texCoord1 output.texCoord1.xyz = GetWorldSpaceViewDir(p); } float4 GetDrawProceduralVertexPosition(uint vertexID) { return GetFullScreenTriangleVertexPosition(vertexID, UNITY_NEAR_CLIP_VALUE); } float4 GetBlitVertexPosition(uint vertexID) { float4 positionCS = GetQuadVertexPosition(vertexID); positionCS.xy = positionCS.xy * 2 - 1; return positionCS; } float4 GetBlitVertexPositionFromPositionOS(float3 positionOS) { return float4(positionOS.xy * 2 - 1, UNITY_NEAR_CLIP_VALUE, 1); } FragOutput DefaultFullscreenFragmentShader(PackedVaryings packedInput) { FragOutput output = (FragOutput)0; Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked); SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); output.color.rgb = surfaceDescription.BaseColor; output.color.a = surfaceDescription.Alpha; #if defined(DEPTH_WRITE) float n = _ProjectionParams.y; float f = _ProjectionParams.z; #if defined(DEPTH_WRITE_MODE_EYE) // Reverse of LinearEyeDepth float d = rcp(max(surfaceDescription.FullscreenEyeDepth, 0.000000001)); output.depth = (d - _ZBufferParams.w) / _ZBufferParams.z; #endif #if defined(DEPTH_WRITE_MODE_LINEAR01) // Reverse of Linear01Depth float d = rcp(max(surfaceDescription.FullscreenLinear01Depth, 0.000000001)); output.depth = (d - _ZBufferParams.y) / _ZBufferParams.x; #endif #if defined(DEPTH_WRITE_MODE_RAW) output.depth = surfaceDescription.FullscreenRawDepth; #endif #endif return output; } #endif // FULLSCREEN_COMMON_INCLUDED