HeavenStudio/Assets/X-PostProcessing/Shaders/xRLib.hlsl
wookywok 92962fef26
Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

99 lines
2.8 KiB
HLSL

// VR/AR/xR lib
#ifndef UNITY_POSTFX_XRLIB
#define UNITY_POSTFX_XRLIB
#if defined(UNITY_SINGLE_PASS_STEREO)
CBUFFER_START(UnityStereoGlobals)
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixV[2];
float4x4 unity_StereoMatrixInvV[2];
float4x4 unity_StereoMatrixVP[2];
float4x4 unity_StereoCameraProjection[2];
float4x4 unity_StereoCameraInvProjection[2];
float4x4 unity_StereoWorldToCamera[2];
float4x4 unity_StereoCameraToWorld[2];
float3 unity_StereoWorldSpaceCameraPos[2];
float4 unity_StereoScaleOffset[2];
CBUFFER_END
CBUFFER_START(UnityStereoEyeIndex)
int unity_StereoEyeIndex;
CBUFFER_END
#endif
float _RenderViewportScaleFactor;
float2 UnityStereoScreenSpaceUVAdjust(float2 uv, float4 scaleAndOffset)
{
return uv.xy * scaleAndOffset.xy + scaleAndOffset.zw;
}
float4 UnityStereoScreenSpaceUVAdjust(float4 uv, float4 scaleAndOffset)
{
return float4(UnityStereoScreenSpaceUVAdjust(uv.xy, scaleAndOffset), UnityStereoScreenSpaceUVAdjust(uv.zw, scaleAndOffset));
}
float2 UnityStereoClampScaleOffset(float2 uv, float4 scaleAndOffset)
{
return clamp(uv, scaleAndOffset.zw, scaleAndOffset.zw + scaleAndOffset.xy);
}
#if defined(UNITY_SINGLE_PASS_STEREO)
float2 TransformStereoScreenSpaceTex(float2 uv, float w)
{
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
scaleOffset.xy *= _RenderViewportScaleFactor;
return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
}
float2 UnityStereoTransformScreenSpaceTex(float2 uv)
{
return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
}
float4 UnityStereoTransformScreenSpaceTex(float4 uv)
{
return float4(UnityStereoTransformScreenSpaceTex(uv.xy), UnityStereoTransformScreenSpaceTex(uv.zw));
}
float2 UnityStereoClamp(float2 uv)
{
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
scaleOffset.xy *= _RenderViewportScaleFactor;
return UnityStereoClampScaleOffset(uv, scaleOffset);
}
float4 UnityStereoAdjustedTexelSize(float4 texelSize) // Should take in _MainTex_TexelSize
{
texelSize.x = texelSize.x * 2.0; // texelSize.x = 1/w. For a double-wide texture, the true resolution is given by 2/w.
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.
return texelSize;
}
#else
float2 TransformStereoScreenSpaceTex(float2 uv, float w)
{
return uv * _RenderViewportScaleFactor;
}
float2 UnityStereoTransformScreenSpaceTex(float2 uv)
{
return TransformStereoScreenSpaceTex(saturate(uv), 1.0);
}
float2 UnityStereoClamp(float2 uv)
{
float4 scaleOffset = float4(_RenderViewportScaleFactor, _RenderViewportScaleFactor, 0.f, 0.f);
return UnityStereoClampScaleOffset(uv, scaleOffset);
}
float4 UnityStereoAdjustedTexelSize(float4 texelSize)
{
return texelSize;
}
#endif
#endif // UNITY_POSTFX_XRLIB