188 lines
5.4 KiB
HLSL
188 lines
5.4 KiB
HLSL
float4 GetFlipbookMotionVectors(VFX_VARYING_PS_INPUTS i, float4 uvs, float blend)
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{
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float4 mvs = (float4)0;
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#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)
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#if USE_FLIPBOOK_ARRAY_LAYOUT
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float2 mvPrev = -(SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy, uvs.z).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * blend;
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float2 mvNext = (SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy, uvs.w).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * (1.0 - blend);
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#else
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float2 mvPrev = -(SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * blend;
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float2 mvNext = (SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.zw).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * (1.0-blend);
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#endif
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mvs.xy = mvPrev;
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mvs.zw = mvNext;
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#endif
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return mvs;
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}
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VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i) // uvs are provided from interpolants
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{
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VFXUVData data = (VFXUVData)0;
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#if USE_FLIPBOOK_ARRAY_LAYOUT
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#ifdef VFX_VARYING_UV
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data.uvs.xyz = i.VFX_VARYING_UV.xyz;
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#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV)
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data.uvs.w = i.VFX_VARYING_UV.w;
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data.blend = i.VFX_VARYING_FRAMEBLEND;
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data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend);
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#endif
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#endif
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#else
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#ifdef VFX_VARYING_UV
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data.uvs.xy = i.VFX_VARYING_UV.xy;
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#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV)
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data.uvs.zw = i.VFX_VARYING_UV.zw;
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data.blend = i.VFX_VARYING_FRAMEBLEND;
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data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend);
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#endif
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#endif
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#endif
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return data;
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}
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VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i,float2 uv) // uvs are provided from ps directly
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{
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#if USE_FLIPBOOK_ARRAY_LAYOUT
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#ifdef VFX_VARYING_FLIPBOOKSIZE
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float flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE;
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#else
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float flipBookSize = 1.0f;
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#endif
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#else
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#ifdef VFX_VARYING_FLIPBOOKSIZE
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float2 flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE;
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#else
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float2 flipBookSize = float2(1, 1);
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#endif
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#endif
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#ifdef VFX_VARYING_INVFLIPBOOKSIZE
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float2 invFlipBookSize = i.VFX_VARYING_INVFLIPBOOKSIZE;
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#else
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float2 invFlipBookSize = 1.0f / flipBookSize;
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#endif
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#ifdef VFX_VARYING_TEXINDEX
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float texIndex = i.VFX_VARYING_TEXINDEX;
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#else
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float texIndex = 0.0f;
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#endif
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#if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE)
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uv.xy = uv.xy * i.VFX_VARYING_UV_SCALE + i.VFX_VARYING_UV_BIAS;
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#endif
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VFXUVData data;
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#if USE_FLIPBOOK_ARRAY_LAYOUT
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data = GetUVData(flipBookSize, uv, texIndex);
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#else
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data = GetUVData(flipBookSize, invFlipBookSize, uv, texIndex);
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#endif
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data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend);
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return data;
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}
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float4 VFXGetParticleColor(VFX_VARYING_PS_INPUTS i)
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{
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float4 color = 1.0f;
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#if VFX_NEEDS_COLOR_INTERPOLATOR
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#ifdef VFX_VARYING_COLOR
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color.rgb *= i.VFX_VARYING_COLOR;
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#endif
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#ifdef VFX_VARYING_ALPHA
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color.a *= i.VFX_VARYING_ALPHA;
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#endif
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#endif
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return color;
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}
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float VFXGetSoftParticleFade(VFX_VARYING_PS_INPUTS i)
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{
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float fade = 1.0f;
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#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)
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float sceneZ = VFXLinearEyeDepth(VFXSampleDepth(i.VFX_VARYING_POSCS));
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fade = saturate(i.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE * (sceneZ - i.VFX_VARYING_POSCS.w));
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fade = fade * fade * (3.0 - (2.0 * fade)); // Smoothsteping the fade
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#endif
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return fade;
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}
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float4 VFXGetTextureColor(VFXSampler2D s,VFX_VARYING_PS_INPUTS i)
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{
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return SampleTexture(s, GetUVData(i));
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}
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float4 VFXGetTextureColor(VFXSampler2DArray s, VFX_VARYING_PS_INPUTS i)
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{
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return SampleTexture(s, GetUVData(i));
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}
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float4 VFXGetTextureColorWithProceduralUV(VFXSampler2D s, VFX_VARYING_PS_INPUTS i, float2 uv)
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{
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return SampleTexture(s, GetUVData(i, uv));
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}
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float4 VFXGetTextureColorWithProceduralUV(VFXSampler2DArray s, VFX_VARYING_PS_INPUTS i, float2 uv)
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{
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return SampleTexture(s, GetUVData(i, uv));
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}
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float3 VFXGetTextureNormal(VFXSampler2D s,float2 uv)
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{
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float4 packedNormal = s.t.Sample(s.s,uv);
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packedNormal.w *= packedNormal.x;
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float3 normal;
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normal.xy = packedNormal.wy * 2.0 - 1.0;
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normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
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return normal;
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}
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float4 VFXGetFragmentColor(VFX_VARYING_PS_INPUTS i)
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{
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float4 color = VFXGetParticleColor(i);
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color.a *= VFXGetSoftParticleFade(i);
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return color;
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}
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void VFXClipFragmentColor(float alpha,VFX_VARYING_PS_INPUTS i)
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{
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#if USE_ALPHA_TEST
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#if defined(VFX_VARYING_ALPHATHRESHOLD)
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clip(alpha - i.VFX_VARYING_ALPHATHRESHOLD);
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#else
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clip(alpha - VFX_EPSILON);
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#endif
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#endif
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}
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float3 VFXGetPositionRWS(float3 posWS)
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{
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#if VFX_WORLD_SPACE
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return GetCameraRelativePositionWS(posWS);
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#else
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return posWS;
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#endif
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}
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float3 VFXGetPositionAWS(float3 posWS)
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{
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#if VFX_LOCAL_SPACE
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return GetAbsolutePositionWS(posWS);
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#else
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return posWS;
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#endif
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}
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float4 VFXApplyFog(float4 color,VFX_VARYING_PS_INPUTS i)
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{
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#if USE_FOG && defined(VFX_VARYING_POSCS)
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#if defined(VFX_VARYING_POSWS)
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return VFXApplyFog(color, i.VFX_VARYING_POSCS, i.VFX_VARYING_POSWS);
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#else
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return VFXApplyFog(color, i.VFX_VARYING_POSCS, (float3)0); //Some pipeline (LWRP) doesn't require WorldPos
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#endif
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#else
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return color;
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#endif
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}
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