129 lines
3.4 KiB
HLSL
129 lines
3.4 KiB
HLSL
// UNITY_SHADER_NO_UPGRADE
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#ifndef UNITY_GRAPHFUNCTIONS_INCLUDED
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#define UNITY_GRAPHFUNCTIONS_INCLUDED
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// ----------------------------------------------------------------------------
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// Included in generated graph shaders
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// ----------------------------------------------------------------------------
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#ifndef BUILTIN_TARGET_API
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bool IsGammaSpace()
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{
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#ifdef UNITY_COLORSPACE_GAMMA
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return true;
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#else
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return false;
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#endif
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}
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#endif
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float4 ComputeScreenPos (float4 pos, float projectionSign)
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{
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float4 o = pos * 0.5f;
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o.xy = float2(o.x, o.y * projectionSign) + o.w;
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o.zw = pos.zw;
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return o;
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}
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struct Gradient
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{
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int type;
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int colorsLength;
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int alphasLength;
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float4 colors[8];
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float2 alphas[8];
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};
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Gradient NewGradient(int type, int colorsLength, int alphasLength,
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float4 colors0, float4 colors1, float4 colors2, float4 colors3, float4 colors4, float4 colors5, float4 colors6, float4 colors7,
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float2 alphas0, float2 alphas1, float2 alphas2, float2 alphas3, float2 alphas4, float2 alphas5, float2 alphas6, float2 alphas7)
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{
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Gradient output =
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{
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type, colorsLength, alphasLength,
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{colors0, colors1, colors2, colors3, colors4, colors5, colors6, colors7},
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{alphas0, alphas1, alphas2, alphas3, alphas4, alphas5, alphas6, alphas7}
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};
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return output;
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}
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#ifndef SHADERGRAPH_SAMPLE_SCENE_DEPTH
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#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_SampleSceneDepth(uv)
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#endif
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#ifndef SHADERGRAPH_SAMPLE_SCENE_COLOR
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#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_SampleSceneColor(uv)
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#endif
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#ifndef SHADERGRAPH_SAMPLE_SCENE_NORMAL
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#define SHADERGRAPH_SAMPLE_SCENE_NORMAL(uv) shadergraph_SampleSceneNormal(uv)
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#endif
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#ifndef SHADERGRAPH_BAKED_GI
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#define SHADERGRAPH_BAKED_GI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) shadergraph_BakedGI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling)
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#endif
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#ifndef SHADERGRAPH_REFLECTION_PROBE
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#define SHADERGRAPH_REFLECTION_PROBE(viewDir, normalOS, lod) shadergraph_ReflectionProbe(viewDir, normalOS, lod)
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#endif
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#ifndef SHADERGRAPH_FOG
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#define SHADERGRAPH_FOG(position, color, density) shadergraph_Fog(position, color, density)
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#endif
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#ifndef SHADERGRAPH_AMBIENT_SKY
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#define SHADERGRAPH_AMBIENT_SKY float3(0,0,0)
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#endif
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#ifndef SHADERGRAPH_AMBIENT_EQUATOR
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#define SHADERGRAPH_AMBIENT_EQUATOR float3(0,0,0)
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#endif
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#ifndef SHADERGRAPH_AMBIENT_GROUND
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#define SHADERGRAPH_AMBIENT_GROUND float3(0,0,0)
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#endif
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#ifndef SHADERGRAPH_OBJECT_POSITION
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#define SHADERGRAPH_OBJECT_POSITION GetAbsolutePositionWS(UNITY_MATRIX_M._m03_m13_m23)
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#endif
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#ifndef SHADERGRAPH_RENDERER_BOUNDS_MIN
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#define SHADERGRAPH_RENDERER_BOUNDS_MIN float3(0, 0, 0)
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#endif
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#ifndef SHADERGRAPH_RENDERER_BOUNDS_MAX
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#define SHADERGRAPH_RENDERER_BOUNDS_MAX float3(0, 0, 0)
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#endif
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float shadergraph_SampleSceneDepth(float2 uv)
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{
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return 1;
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}
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float3 shadergraph_SampleSceneColor(float2 uv)
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{
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return 0;
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}
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float3 shadergraph_SampleSceneNormal(float2 uv)
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{
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return 0;
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}
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float3 shadergraph_BakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling)
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{
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return 0;
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}
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float3 shadergraph_ReflectionProbe(float3 viewDir, float3 normalOS, float lod)
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{
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return 0;
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}
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void shadergraph_Fog(float3 position, out float4 color, out float density)
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{
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color = 0;
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density = 0;
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}
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#endif // UNITY_GRAPHFUNCTIONS_INCLUDED
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