Keine Beschreibung
Du kannst nicht mehr als 25 Themen auswählen Themen müssen mit entweder einem Buchstaben oder einer Ziffer beginnen. Sie können Bindestriche („-“) enthalten und bis zu 35 Zeichen lang sein.

FoveatedRendering.hlsl 7.8KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218
  1. #ifndef UNITY_FOVEATED_RENDERING_INCLUDED
  2. #define UNITY_FOVEATED_RENDERING_INCLUDED
  3. /*#ifndef UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED
  4. #error Use #include_with_pragmas "FoveatedRenderingKeywords.hlsl" before including this file
  5. #endif*/
  6. #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  7. #if defined(SHADER_API_PS5)
  8. #include "Packages/com.unity.render-pipelines.ps5/ShaderLibrary/API/FoveatedRendering_PSSL.hlsl"
  9. #endif
  10. #if defined(SHADER_API_METAL)
  11. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/FoveatedRendering_Metal.hlsl"
  12. #endif
  13. // coordinate remapping functions for foveated rendering
  14. #define FOVEATED_FLIP_Y(uv) uv.y = 1.0f - uv.y
  15. float2 FoveatedRemapLinearToNonUniform(float2 uv)
  16. {
  17. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  18. {
  19. FOVEATED_FLIP_Y(uv);
  20. uv = RemapFoveatedRenderingLinearToNonUniform(uv);
  21. FOVEATED_FLIP_Y(uv);
  22. }
  23. return uv;
  24. }
  25. float2 FoveatedRemapPrevFrameLinearToNonUniform(float2 uv)
  26. {
  27. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  28. {
  29. FOVEATED_FLIP_Y(uv);
  30. uv = RemapFoveatedRenderingPrevFrameLinearToNonUniform(uv);
  31. FOVEATED_FLIP_Y(uv);
  32. }
  33. return uv;
  34. }
  35. float2 FoveatedRemapDensity(float2 uv)
  36. {
  37. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  38. {
  39. FOVEATED_FLIP_Y(uv);
  40. uv = RemapFoveatedRenderingDensity(uv);
  41. FOVEATED_FLIP_Y(uv);
  42. }
  43. return uv;
  44. }
  45. float2 FoveatedRemapPrevFrameDensity(float2 uv)
  46. {
  47. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  48. {
  49. FOVEATED_FLIP_Y(uv);
  50. uv = RemapFoveatedRenderingPrevFrameDensity(uv);
  51. FOVEATED_FLIP_Y(uv);
  52. }
  53. return uv;
  54. }
  55. float2 FoveatedRemapNonUniformToLinear(float2 uv)
  56. {
  57. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  58. {
  59. FOVEATED_FLIP_Y(uv);
  60. uv = RemapFoveatedRenderingNonUniformToLinear(uv);
  61. FOVEATED_FLIP_Y(uv);
  62. }
  63. return uv;
  64. }
  65. float2 FoveatedRemapPrevFrameNonUniformToLinear(float2 uv)
  66. {
  67. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  68. {
  69. FOVEATED_FLIP_Y(uv);
  70. uv = RemapFoveatedRenderingPrevFrameNonUniformToLinear(uv);
  71. FOVEATED_FLIP_Y(uv);
  72. }
  73. return uv;
  74. }
  75. #undef FOVEATED_FLIP_Y
  76. float2 FoveatedRemapLinearToNonUniformCS(float2 positionCS)
  77. {
  78. return FoveatedRemapLinearToNonUniform(positionCS * _ScreenSize.zw) * _ScreenSize.xy;
  79. }
  80. float2 FoveatedRemapNonUniformToLinearCS(float2 positionCS)
  81. {
  82. UNITY_BRANCH if(_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
  83. positionCS = RemapFoveatedRenderingNonUniformToLinearCS(positionCS, true);
  84. return positionCS;
  85. }
  86. #else // SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER
  87. // dummy coordinate remapping functions for non-foveated rendering
  88. float2 FoveatedRemapLinearToNonUniform(float2 uv) {return uv;}
  89. float2 FoveatedRemapPrevFrameLinearToNonUniform(float2 uv) {return uv;}
  90. float2 FoveatedRemapDensity(float2 uv) {return uv;}
  91. float2 FoveatedRemapPrevFrameDensity(float2 uv) {return uv;}
  92. float2 FoveatedRemapNonUniformToLinear(float2 uv) {return uv;}
  93. float2 FoveatedRemapPrevFrameNonUniformToLinear(float2 uv) {return uv;}
  94. float2 FoveatedRemapLinearToNonUniformCS(float2 positionCS) {return positionCS;}
  95. float2 FoveatedRemapNonUniformToLinearCS(float2 positionCS) {return positionCS;}
  96. #endif
  97. // foveated version of GetPositionInput() functions
  98. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, uint2 tileCoord)
  99. {
  100. PositionInputs posInput = GetPositionInput(positionSS, invScreenSize, tileCoord);
  101. posInput.positionNDC = FoveatedRemapNonUniformToLinear(posInput.positionNDC);
  102. return posInput;
  103. }
  104. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, uint2 tileCoord)
  105. {
  106. PositionInputs posInput = GetPositionInput(positionSS, invScreenSize, tileCoord);
  107. posInput.positionNDC = FoveatedRemapPrevFrameNonUniformToLinear(posInput.positionNDC);
  108. return posInput;
  109. }
  110. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize)
  111. {
  112. return FoveatedGetPositionInput(positionSS, invScreenSize, uint2(0, 0));
  113. }
  114. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize)
  115. {
  116. return FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, uint2(0, 0));
  117. }
  118. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float3 positionWS)
  119. {
  120. PositionInputs posInput = FoveatedGetPositionInput(positionSS, invScreenSize, uint2(0, 0));
  121. posInput.positionWS = positionWS;
  122. return posInput;
  123. }
  124. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float3 positionWS)
  125. {
  126. PositionInputs posInput = FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, uint2(0, 0));
  127. posInput.positionWS = positionWS;
  128. return posInput;
  129. }
  130. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord)
  131. {
  132. PositionInputs posInput = FoveatedGetPositionInput(positionSS, invScreenSize, tileCoord);
  133. posInput.positionWS = positionWS;
  134. posInput.deviceDepth = deviceDepth;
  135. posInput.linearDepth = linearDepth;
  136. return posInput;
  137. }
  138. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord)
  139. {
  140. PositionInputs posInput = FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, tileCoord);
  141. posInput.positionWS = positionWS;
  142. posInput.deviceDepth = deviceDepth;
  143. posInput.linearDepth = linearDepth;
  144. return posInput;
  145. }
  146. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS)
  147. {
  148. return FoveatedGetPositionInput(positionSS, invScreenSize, deviceDepth, linearDepth, positionWS, uint2(0, 0));
  149. }
  150. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS)
  151. {
  152. return FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, deviceDepth, linearDepth, positionWS, uint2(0, 0));
  153. }
  154. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth,
  155. float4x4 invViewProjMatrix, float4x4 viewMatrix,
  156. uint2 tileCoord)
  157. {
  158. PositionInputs posInput = FoveatedGetPositionInput(positionSS, invScreenSize, tileCoord);
  159. posInput.positionWS = ComputeWorldSpacePosition(posInput.positionNDC, deviceDepth, invViewProjMatrix);
  160. posInput.deviceDepth = deviceDepth;
  161. posInput.linearDepth = LinearEyeDepth(posInput.positionWS, viewMatrix);
  162. return posInput;
  163. }
  164. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth,
  165. float4x4 invViewProjMatrix, float4x4 viewMatrix,
  166. uint2 tileCoord)
  167. {
  168. PositionInputs posInput = FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, tileCoord);
  169. posInput.positionWS = ComputeWorldSpacePosition(posInput.positionNDC, deviceDepth, invViewProjMatrix);
  170. posInput.deviceDepth = deviceDepth;
  171. posInput.linearDepth = LinearEyeDepth(posInput.positionWS, viewMatrix);
  172. return posInput;
  173. }
  174. PositionInputs FoveatedGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth,
  175. float4x4 invViewProjMatrix, float4x4 viewMatrix)
  176. {
  177. return FoveatedGetPositionInput(positionSS, invScreenSize, deviceDepth, invViewProjMatrix, viewMatrix, uint2(0, 0));
  178. }
  179. PositionInputs FoveatedPrevFrameGetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth,
  180. float4x4 invViewProjMatrix, float4x4 viewMatrix)
  181. {
  182. return FoveatedPrevFrameGetPositionInput(positionSS, invScreenSize, deviceDepth, invViewProjMatrix, viewMatrix, uint2(0, 0));
  183. }
  184. #endif // UNITY_FOVEATED_RENDERING_INCLUDED