68 lines
2.2 KiB
HLSL
68 lines
2.2 KiB
HLSL
#ifndef HBAO_COMMON_INCLUDED
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#define HBAO_COMMON_INCLUDED
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#include "UnityCG.cginc"
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inline float FetchRawDepth(float2 uv) {
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return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv * _TargetScale.xy);
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}
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inline float LinearizeDepth(float depth) {
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// References: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
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#if ORTHOGRAPHIC_PROJECTION
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#if UNITY_REVERSED_Z
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depth = 1 - depth;
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#endif // UNITY_REVERSED_Z
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float linearDepth = _ProjectionParams.y + depth * (_ProjectionParams.z - _ProjectionParams.y); // near + depth * (far - near)
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#else
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float linearDepth = LinearEyeDepth(depth);
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#endif // ORTHOGRAPHIC_PROJECTION
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return linearDepth;
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}
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inline float3 FetchViewPos(float2 uv) {
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uv = clamp(uv, 0, 1 - _Input_TexelSize.xy * 0.5); // uv guard
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float depth = LinearizeDepth(FetchRawDepth(uv));
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#if ORTHOGRAPHIC_PROJECTION
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return float3((uv * _UVToView[unity_StereoEyeIndex].xy + _UVToView[unity_StereoEyeIndex].zw), depth);
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#else
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return float3((uv * _UVToView[unity_StereoEyeIndex].xy + _UVToView[unity_StereoEyeIndex].zw) * depth, depth);
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#endif
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}
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inline float3 MinDiff(float3 P, float3 Pr, float3 Pl) {
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float3 V1 = Pr - P;
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float3 V2 = P - Pl;
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return (dot(V1, V1) < dot(V2, V2)) ? V1 : V2;
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}
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inline float3 FetchViewNormals(float2 uv, float2 delta, float3 P) {
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#if NORMALS_RECONSTRUCT
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float3 Pr, Pl, Pt, Pb;
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Pr = FetchViewPos(uv + float2(delta.x, 0));
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Pl = FetchViewPos(uv + float2(-delta.x, 0));
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Pt = FetchViewPos(uv + float2(0, delta.y));
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Pb = FetchViewPos(uv + float2(0, -delta.y));
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float3 N = normalize(cross(MinDiff(P, Pr, Pl), MinDiff(P, Pt, Pb)));
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#else
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#if NORMALS_CAMERA
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float3 N = DecodeViewNormalStereo(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv * _TargetScale.xy));
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#else
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float3 N = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraGBufferTexture2, uv * _TargetScale.xy).rgb * 2.0 - 1.0;
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//N = mul((float3x3)_WorldToCameraMatrix, N);
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N = mul((float3x3)UNITY_MATRIX_V, N);
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#endif // NORMALS_CAMERA
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N = float3(N.x, -N.yz);
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#endif // NORMALS_RECONSTRUCT
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return N;
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}
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inline float3 FetchViewNormals(float2 uv, float2 delta) {
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float3 P = FetchViewPos(uv);
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return FetchViewNormals(uv, delta, P);
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}
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#endif // HBAO_COMMON_INCLUDED
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