2021-09-09 20:42:29 -04:00

188 lines
5.4 KiB
HLSL

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