// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef UNITY_CUSTOM_TEXTURE_INCLUDED #define UNITY_CUSTOM_TEXTURE_INCLUDED #include "UnityCG.cginc" #include "UnityStandardConfig.cginc" // Keep in sync with CustomRenderTexture.h #define kCustomTextureBatchSize 16 struct appdata_customrendertexture { uint vertexID : SV_VertexID; }; // User facing vertex to fragment shader structure struct v2f_customrendertexture { float4 vertex : SV_POSITION; float3 localTexcoord : TEXCOORD0; // Texcoord local to the update zone (== globalTexcoord if no partial update zone is specified) float3 globalTexcoord : TEXCOORD1; // Texcoord relative to the complete custom texture uint primitiveID : TEXCOORD2; // Index of the update zone (correspond to the index in the updateZones of the Custom Texture) float3 direction : TEXCOORD3; // For cube textures, direction of the pixel being rendered in the cubemap }; float2 CustomRenderTextureRotate2D(float2 pos, float angle) { float sn = sin(angle); float cs = cos(angle); return float2( pos.x * cs - pos.y * sn, pos.x * sn + pos.y * cs); } // Internal float4 CustomRenderTextureCenters[kCustomTextureBatchSize]; float4 CustomRenderTextureSizesAndRotations[kCustomTextureBatchSize]; float CustomRenderTexturePrimitiveIDs[kCustomTextureBatchSize]; float4 CustomRenderTextureParameters; #define CustomRenderTextureUpdateSpace CustomRenderTextureParameters.x // Normalized(0)/PixelSpace(1) #define CustomRenderTexture3DTexcoordW CustomRenderTextureParameters.y #define CustomRenderTextureIs3D CustomRenderTextureParameters.z // User facing uniform variables float4 _CustomRenderTextureInfo; // x = width, y = height, z = depth, w = face/3DSlice // Helpers #define _CustomRenderTextureWidth _CustomRenderTextureInfo.x #define _CustomRenderTextureHeight _CustomRenderTextureInfo.y #define _CustomRenderTextureDepth _CustomRenderTextureInfo.z // Those two are mutually exclusive so we can use the same slot #define _CustomRenderTextureCubeFace _CustomRenderTextureInfo.w #define _CustomRenderTexture3DSlice _CustomRenderTextureInfo.w sampler2D _SelfTexture2D; samplerCUBE _SelfTextureCube; sampler3D _SelfTexture3D; float3 CustomRenderTextureComputeCubeDirection(float2 globalTexcoord) { float2 xy = globalTexcoord * 2.0 - 1.0; float3 direction; if(_CustomRenderTextureCubeFace == 0.0) { direction = normalize(float3(1.0, -xy.y, -xy.x)); } else if(_CustomRenderTextureCubeFace == 1.0) { direction = normalize(float3(-1.0, -xy.y, xy.x)); } else if(_CustomRenderTextureCubeFace == 2.0) { direction = normalize(float3(xy.x, 1.0, xy.y)); } else if(_CustomRenderTextureCubeFace == 3.0) { direction = normalize(float3(xy.x, -1.0, -xy.y)); } else if(_CustomRenderTextureCubeFace == 4.0) { direction = normalize(float3(xy.x, -xy.y, 1.0)); } else if(_CustomRenderTextureCubeFace == 5.0) { direction = normalize(float3(-xy.x, -xy.y, -1.0)); } return direction; } // standard custom texture vertex shader that should always be used v2f_customrendertexture CustomRenderTextureVertexShader(appdata_customrendertexture IN) { v2f_customrendertexture OUT; #if UNITY_UV_STARTS_AT_TOP const float2 vertexPositions[6] = { { -1.0f, 1.0f }, { -1.0f, -1.0f }, { 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }, { 1.0f, -1.0f } }; const float2 texCoords[6] = { { 0.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f } }; #else const float2 vertexPositions[6] = { { 1.0f, 1.0f }, { -1.0f, -1.0f }, { -1.0f, 1.0f }, { -1.0f, -1.0f }, { 1.0f, 1.0f }, { 1.0f, -1.0f } }; const float2 texCoords[6] = { { 1.0f, 1.0f }, { 0.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f } }; #endif uint primitiveID = (IN.vertexID / 6) % kCustomTextureBatchSize; uint vertexID = IN.vertexID % 6; float3 updateZoneCenter = CustomRenderTextureCenters[primitiveID].xyz; float3 updateZoneSize = CustomRenderTextureSizesAndRotations[primitiveID].xyz; float rotation = CustomRenderTextureSizesAndRotations[primitiveID].w * UNITY_PI / 180.0f; #if !UNITY_UV_STARTS_AT_TOP rotation = -rotation; #endif // Normalize rect if needed if (CustomRenderTextureUpdateSpace > 0.0) // Pixel space { // Normalize xy because we need it in clip space. updateZoneCenter.xy /= _CustomRenderTextureInfo.xy; updateZoneSize.xy /= _CustomRenderTextureInfo.xy; } else // normalized space { // Un-normalize depth because we need actual slice index for culling updateZoneCenter.z *= _CustomRenderTextureInfo.z; updateZoneSize.z *= _CustomRenderTextureInfo.z; } // Compute rotation // Compute quad vertex position float2 clipSpaceCenter = updateZoneCenter.xy * 2.0 - 1.0; float2 pos = vertexPositions[vertexID] * updateZoneSize.xy; pos = CustomRenderTextureRotate2D(pos, rotation); pos.x += clipSpaceCenter.x; #if UNITY_UV_STARTS_AT_TOP pos.y += clipSpaceCenter.y; #else pos.y -= clipSpaceCenter.y; #endif // For 3D texture, cull quads outside of the update zone // This is neeeded in additional to the preliminary minSlice/maxSlice done on the CPU because update zones can be disjointed. // ie: slices [1..5] and [10..15] for two differents zones so we need to cull out slices 0 and [6..9] if (CustomRenderTextureIs3D > 0.0) { int minSlice = (int)(updateZoneCenter.z - updateZoneSize.z * 0.5); int maxSlice = minSlice + (int)updateZoneSize.z; if (_CustomRenderTexture3DSlice < minSlice || _CustomRenderTexture3DSlice >= maxSlice) { pos.xy = float2(1000.0, 1000.0); // Vertex outside of ncs } } OUT.vertex = float4(pos, UNITY_NEAR_CLIP_VALUE, 1.0); OUT.primitiveID = asuint(CustomRenderTexturePrimitiveIDs[primitiveID]); OUT.localTexcoord = float3(texCoords[vertexID], CustomRenderTexture3DTexcoordW); OUT.globalTexcoord = float3(pos.xy * 0.5 + 0.5, CustomRenderTexture3DTexcoordW); #if UNITY_UV_STARTS_AT_TOP OUT.globalTexcoord.y = 1.0 - OUT.globalTexcoord.y; #endif OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); return OUT; } struct appdata_init_customrendertexture { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; // User facing vertex to fragment structure for initialization materials struct v2f_init_customrendertexture { float4 vertex : SV_POSITION; float3 texcoord : TEXCOORD0; float3 direction : TEXCOORD1; }; // standard custom texture vertex shader that should always be used for initialization shaders v2f_init_customrendertexture InitCustomRenderTextureVertexShader (appdata_init_customrendertexture v) { v2f_init_customrendertexture o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW); o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy); return o; } #endif // UNITY_CUSTOM_TEXTURE_INCLUDED