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112 lines
3.0 KiB
112 lines
3.0 KiB
// UNITY_SHADER_NO_UPGRADE |
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#ifndef UNITY_GRAPHFUNCTIONS_INCLUDED |
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#define UNITY_GRAPHFUNCTIONS_INCLUDED |
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// ---------------------------------------------------------------------------- |
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// Included in generated graph shaders |
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// ---------------------------------------------------------------------------- |
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#ifndef BUILTIN_TARGET_API |
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bool IsGammaSpace() |
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{ |
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#ifdef UNITY_COLORSPACE_GAMMA |
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return true; |
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#else |
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return false; |
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#endif |
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} |
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#endif |
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float4 ComputeScreenPos (float4 pos, float projectionSign) |
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{ |
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float4 o = pos * 0.5f; |
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o.xy = float2(o.x, o.y * projectionSign) + o.w; |
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o.zw = pos.zw; |
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return o; |
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} |
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struct Gradient |
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{ |
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int type; |
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int colorsLength; |
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int alphasLength; |
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float4 colors[8]; |
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float2 alphas[8]; |
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}; |
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Gradient NewGradient(int type, int colorsLength, int alphasLength, |
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float4 colors0, float4 colors1, float4 colors2, float4 colors3, float4 colors4, float4 colors5, float4 colors6, float4 colors7, |
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float2 alphas0, float2 alphas1, float2 alphas2, float2 alphas3, float2 alphas4, float2 alphas5, float2 alphas6, float2 alphas7) |
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{ |
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Gradient output = |
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{ |
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type, colorsLength, alphasLength, |
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{colors0, colors1, colors2, colors3, colors4, colors5, colors6, colors7}, |
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{alphas0, alphas1, alphas2, alphas3, alphas4, alphas5, alphas6, alphas7} |
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}; |
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return output; |
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} |
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#ifndef SHADERGRAPH_SAMPLE_SCENE_DEPTH |
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#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_SampleSceneDepth(uv) |
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#endif |
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#ifndef SHADERGRAPH_SAMPLE_SCENE_COLOR |
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#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_SampleSceneColor(uv) |
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#endif |
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#ifndef SHADERGRAPH_BAKED_GI |
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#define SHADERGRAPH_BAKED_GI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) shadergraph_BakedGI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) |
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#endif |
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#ifndef SHADERGRAPH_REFLECTION_PROBE |
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#define SHADERGRAPH_REFLECTION_PROBE(viewDir, normalOS, lod) shadergraph_ReflectionProbe(viewDir, normalOS, lod) |
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#endif |
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#ifndef SHADERGRAPH_FOG |
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#define SHADERGRAPH_FOG(position, color, density) shadergraph_Fog(position, color, density) |
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#endif |
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#ifndef SHADERGRAPH_AMBIENT_SKY |
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#define SHADERGRAPH_AMBIENT_SKY float3(0,0,0) |
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#endif |
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#ifndef SHADERGRAPH_AMBIENT_EQUATOR |
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#define SHADERGRAPH_AMBIENT_EQUATOR float3(0,0,0) |
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#endif |
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#ifndef SHADERGRAPH_AMBIENT_GROUND |
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#define SHADERGRAPH_AMBIENT_GROUND float3(0,0,0) |
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#endif |
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#ifndef SHADERGRAPH_OBJECT_POSITION |
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#define SHADERGRAPH_OBJECT_POSITION UNITY_MATRIX_M._m03_m13_m23 |
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#endif |
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float shadergraph_SampleSceneDepth(float2 uv) |
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{ |
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return 1; |
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} |
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float3 shadergraph_SampleSceneColor(float2 uv) |
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{ |
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return 0; |
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} |
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float3 shadergraph_BakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling) |
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{ |
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return 0; |
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} |
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float3 shadergraph_ReflectionProbe(float3 viewDir, float3 normalOS, float lod) |
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{ |
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return 0; |
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} |
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void shadergraph_Fog(float3 position, out float4 color, out float density) |
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{ |
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color = 0; |
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density = 0; |
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} |
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#endif // UNITY_GRAPHFUNCTIONS_INCLUDED
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