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#include "globals.cginc"
#ifndef __CNLOHR_INC
#define __CNLOHR_INC
/*
* 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.
*/
// 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]) / 2;
#else
return isMirror() ? _VRChatMirrorCameraPos : _WorldSpaceCameraPos.xyz;
#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;
}
float GetDepthOfWorldPos(float3 worldPos)
{
float3 full_vec_eye_to_geometry = worldPos - _WorldSpaceCameraPos;
float4 objPos = mul(unity_WorldToObject, float4(worldPos, 1));
float4 clipPos = UnityObjectToClipPos(objPos);
float2 suv = clipPos * float2(0.5, 0.5 * _ProjectionParams.x);
float2 screenPos = TransformStereoScreenSpaceTex(suv + 0.5 * clipPos.w, clipPos.w);
float perspective_divide = rcp(clipPos.w);
float perspective_factor = length(full_vec_eye_to_geometry * perspective_divide);
float2 screen_uv = screenPos.xy * perspective_divide;
float eye_depth_world =
GetLinearZFromZDepth_WorksWithMirrors(
SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screen_uv),
screen_uv) * perspective_factor;
return eye_depth_world;
}
float GetDepthOfWorldPos(
float3 full_vec_eye_to_geometry,
float3 worldPos)
{
float4 objPos = mul(unity_WorldToObject, float4(worldPos, 1));
float4 clipPos = UnityObjectToClipPos(objPos);
float2 suv = clipPos * float2(0.5, 0.5 * _ProjectionParams.x);
bool suv_in_range =
(suv.x >= 0) * (suv.x <= 1) *
(suv.y >= 0) * (suv.y <= 1);
float2 screenPos = TransformStereoScreenSpaceTex(suv + 0.5 * clipPos.w, clipPos.w);
float perspective_divide = rcp(clipPos.w);
float perspective_factor = length(full_vec_eye_to_geometry * perspective_divide);
float2 screen_uv = screenPos.xy * perspective_divide;
float eye_depth_world =
GetLinearZFromZDepth_WorksWithMirrors(
SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screen_uv),
screen_uv) * perspective_factor;
return suv_in_range ? eye_depth_world : -1E6;
}
#endif // __CNLOHR_INC
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