#ifndef __CNLOHR_INC #define __CNLOHR_INC #include "globals.cginc" #include "interpolators.cginc" /* * MIT License * * NOTE: Much content here is originally from others. Content in third party * folder may not be fully MIT-licensable. * * Copyright (c) 2021 cnlohr, et. al. * * All other content in this repository falls under the following terms: * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE * SOFTWARE. */ UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float _VRChatMirrorMode; float3 _VRChatMirrorCameraPos; // Source: // https://github.com/cnlohr/shadertrixx?tab=readme-ov-file#eye-center-position bool isMirror() { return _VRChatMirrorMode != 0; } // Source: // https://github.com/cnlohr/shadertrixx?tab=readme-ov-file#eye-center-position float3 getCenterCamPos() { #if defined(USING_STEREO_MATRICES) || defined(UNITY_SINGLE_PASS_STEREO) return (unity_StereoWorldSpaceCameraPos[0] + unity_StereoWorldSpaceCameraPos[1]) * 0.5; #else return isMirror() ? _VRChatMirrorCameraPos : _WorldSpaceCameraPos.xyz; #endif } bool isVR() { #if defined(USING_STEREO_MATRICES) return true; #else return false; #endif } float GetLinearZFromZDepth_WorksWithMirrors(float zDepthFromMap, float2 screenUV) { #if defined(UNITY_REVERSED_Z) zDepthFromMap = 1 - zDepthFromMap; // When using a mirror, the far plane is whack. This just checks for it and aborts. if( zDepthFromMap >= 1.0 ) return _ProjectionParams.z; #endif float4 clipPos = float4(screenUV.xy, zDepthFromMap, 1.0); clipPos.xyz = 2.0f * clipPos.xyz - 1.0f; float4 camPos = mul(unity_CameraInvProjection, clipPos); return -camPos.z / camPos.w; } void GetScreenUVAndPerspectiveFactor(float3 worldPos, float4 clipPos, out float2 screen_uv, out float perspective_factor) { float3 full_vec_eye_to_geometry = worldPos - _WorldSpaceCameraPos; float perspective_divide = 1.0f / clipPos.w; perspective_factor = length(full_vec_eye_to_geometry * perspective_divide); screen_uv = ComputeScreenPos(clipPos).xy; } #if defined(_SSAO) float GetDepthOfWorldPos(float3 worldPos) { float3 objPos = mul(unity_WorldToObject, float4(worldPos, 1)); float4 clipPos = UnityObjectToClipPos(objPos); float4 screenPos = ComputeScreenPos(clipPos); const float2 screen_uv = screenPos.xy / screenPos.w; float zDepthFromMap = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screen_uv); float linearZ = GetLinearZFromZDepth_WorksWithMirrors(zDepthFromMap, screen_uv); linearZ = min(1E3, linearZ); return linearZ; } #endif #endif // __CNLOHR_INC